# all files / dist/ fabric.js

67.39% Statements 5358/7951
62.66% Branches 3297/5262
76.79% Functions 1032/1344
67.44% Lines 5353/7937

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     /* build: `node build.js modules=ALL exclude=gestures,accessors minifier=uglifyjs` */
     /*! Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */

    var fabric = fabric || { version: '2.0.0-rc.4' };
    Eif (typeof exports !== 'undefined') {
      exports.fabric = fabric;
    }

    Iif (typeof document !== 'undefined' && typeof window !== 'undefined') {
      fabric.document = document;
      fabric.window = window;
    }
    else {
      // assume we're running under node.js when document/window are not present
      fabric.document = require('jsdom')
        .jsdom(
          decodeURIComponent('%3C!DOCTYPE%20html%3E%3Chtml%3E%3Chead%3E%3C%2Fhead%3E%3Cbody%3E%3C%2Fbody%3E%3C%2Fhtml%3E'),
          { features: {
            FetchExternalResources: ['img']
          }
          });
      fabric.jsdomImplForWrapper = require('jsdom/lib/jsdom/living/generated/utils').implForWrapper;
      fabric.nodeCanvas = require('jsdom/lib/jsdom/utils').Canvas;
      fabric.window = fabric.document.defaultView;
      DOMParser = require('xmldom').DOMParser;
    }

    /**
     * True when in environment that supports touch events
     * @type boolean
     */
    fabric.isTouchSupported = 'ontouchstart' in fabric.window;

    /**
     * True when in environment that's probably Node.js
     * @type boolean
     */
    fabric.isLikelyNode = typeof Buffer !== 'undefined' &&
                          typeof window === 'undefined';

    /* _FROM_SVG_START_ */
    /**
     * Attributes parsed from all SVG elements
     * @type array
     */
    fabric.SHARED_ATTRIBUTES = [
      "display",
      "transform",
      "fill", "fill-opacity", "fill-rule",
      "opacity",
      "stroke", "stroke-dasharray", "stroke-linecap",
      "stroke-linejoin", "stroke-miterlimit",
      "stroke-opacity", "stroke-width",
      "id", "paint-order",
      "instantiated_by_use"
    ];
    /* _FROM_SVG_END_ */

    /**
     * Pixel per Inch as a default value set to 96. Can be changed for more realistic conversion.
     */
    fabric.DPI = 96;
    fabric.reNum = '(?:[-+]?(?:\\d+|\\d*\\.\\d+)(?:e[-+]?\\d+)?)';
    fabric.fontPaths = { };
    fabric.iMatrix = [1, 0, 0, 1, 0, 0];
    fabric.canvasModule = 'canvas';

    /**
     * Pixel limit for cache canvases. 1Mpx , 4Mpx should be fine.
     * @since 1.7.14
     * @type Number
     * @default
     */
    fabric.perfLimitSizeTotal = 2097152;

    /**
     * Pixel limit for cache canvases width or height. IE fixes the maximum at 5000
     * @since 1.7.14
     * @type Number
     * @default
     */
    fabric.maxCacheSideLimit = 4096;

    /**
     * Lowest pixel limit for cache canvases, set at 256PX
     * @since 1.7.14
     * @type Number
     * @default
     */
    fabric.minCacheSideLimit = 256;

    /**
     * Cache Object for widths of chars in text rendering.
     */
    fabric.charWidthsCache = { };

    /**
     * if webgl is enabled and available, textureSize will determine the size
     * of the canvas backend
     * @since 2.0.0
     * @type Number
     * @default
     */
    fabric.textureSize = 2048;

    /**
     * Enable webgl for filtering picture is available
     * A filtering backend will be initialized, this will both take memory and
     * time since a default 2048x2048 canvas will be created for the gl context
     * @since 2.0.0
     * @type Boolean
     * @default
     */
    fabric.enableGLFiltering = true;

    /**
     * Device Pixel Ratio
     * @see https://developer.apple.com/library/safari/documentation/AudioVideo/Conceptual/HTML-canvas-guide/SettingUptheCanvas/SettingUptheCanvas.html
     */
    fabric.devicePixelRatio = fabric.window.devicePixelRatio ||
                              fabric.window.webkitDevicePixelRatio ||
                              fabric.window.mozDevicePixelRatio ||
                              1;
    /**
     * Browser-specific constant to adjust CanvasRenderingContext2D.shadowBlur value,
     * which is unitless and not rendered equally across browsers.
     *
     * Values that work quite well (as of October 2017) are:
     * - Chrome: 1.5
     * - Edge: 1.75
     * - Firefox: 0.9
     * - Safari: 0.95
     *
     * @since 2.0.0
     * @type Number
     * @default 1
     */
    fabric.browserShadowBlurConstant = 1;

    fabric.initFilterBackend = function() {
      Iif (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {
        console.log('max texture size: ' + fabric.maxTextureSize);
        return (new fabric.WebglFilterBackend({ tileSize: fabric.textureSize }));
      }
      else Eif (fabric.Canvas2dFilterBackend) {
        return (new fabric.Canvas2dFilterBackend());
      }
    };

    Iif (typeof document !== 'undefined' && typeof window !== 'undefined') {
      // ensure globality even if entire library were function wrapped (as in Meteor.js packaging system)
      window.fabric = fabric;
    }

    (function() {

      /**
       * @private
       * @param {String} eventName
       * @param {Function} handler
       */
      function _removeEventListener(eventName, handler) {
        Iif (!this.__eventListeners[eventName]) {
          return;
        }
        var eventListener = this.__eventListeners[eventName];
        if (handler) {
          eventListener[eventListener.indexOf(handler)] = false;
        }
        else {
          fabric.util.array.fill(eventListener, false);
        }
      }

      /**
       * Observes specified event
       * @deprecated `observe` deprecated since 0.8.34 (use `on` instead)
       * @memberOf fabric.Observable
       * @alias on
       * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})
       * @param {Function} handler Function that receives a notification when an event of the specified type occurs
       * @return {Self} thisArg
       * @chainable
       */
      function observe(eventName, handler) {
        if (!this.__eventListeners) {
          this.__eventListeners = { };
        }
        // one object with key/value pairs was passed
        if (arguments.length === 1) {
          for (var prop in eventName) {
            this.on(prop, eventName[prop]);
          }
        }
        else {
          if (!this.__eventListeners[eventName]) {
            this.__eventListeners[eventName] = [];
          }
          this.__eventListeners[eventName].push(handler);
        }
        return this;
      }

      /**
       * Stops event observing for a particular event handler. Calling this method
       * without arguments removes all handlers for all events
       * @deprecated `stopObserving` deprecated since 0.8.34 (use `off` instead)
       * @memberOf fabric.Observable
       * @alias off
       * @param {String|Object} eventName Event name (eg. 'after:render') or object with key/value pairs (eg. {'after:render': handler, 'selection:cleared': handler})
       * @param {Function} handler Function to be deleted from EventListeners
       * @return {Self} thisArg
       * @chainable
       */
      function stopObserving(eventName, handler) {
        if (!this.__eventListeners) {
          return;
        }

        // remove all key/value pairs (event name -> event handler)
        if (arguments.length === 0) {
          for (eventName in this.__eventListeners) {
            _removeEventListener.call(this, eventName);
          }
        }
        // one object with key/value pairs was passed
        else if (arguments.length === 1 && typeof arguments[0] === 'object') {
          for (var prop in eventName) {
            _removeEventListener.call(this, prop, eventName[prop]);
          }
        }
        else {
          _removeEventListener.call(this, eventName, handler);
        }
        return this;
      }

      /**
       * Fires event with an optional options object
       * @deprecated `fire` deprecated since 1.0.7 (use `trigger` instead)
       * @memberOf fabric.Observable
       * @alias trigger
       * @param {String} eventName Event name to fire
       * @param {Object} [options] Options object
       * @return {Self} thisArg
       * @chainable
       */
      function fire(eventName, options) {
        if (!this.__eventListeners) {
          return;
        }

        var listenersForEvent = this.__eventListeners[eventName];
        if (!listenersForEvent) {
          return;
        }

        for (var i = 0, len = listenersForEvent.length; i < len; i++) {
          listenersForEvent[i] && listenersForEvent[i].call(this, options || { });
        }
        this.__eventListeners[eventName] = listenersForEvent.filter(function(value) {
          return value !== false;
        });
        return this;
      }

      /**
       * @namespace fabric.Observable
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#events}
       * @see {@link http://fabricjs.com/events|Events demo}
       */
      fabric.Observable = {
        observe: observe,
        stopObserving: stopObserving,
        fire: fire,

        on: observe,
        off: stopObserving,
        trigger: fire
      };
    })();

    /**
     * @namespace fabric.Collection
     */
    fabric.Collection = {

      _objects: [],

      /**
       * Adds objects to collection, Canvas or Group, then renders canvas
       * (if `renderOnAddRemove` is not `false`).
       * in case of Group no changes to bounding box are made.
       * Objects should be instances of (or inherit from) fabric.Object
       * Use of this function is highly discouraged for groups.
       * you can add a bunch of objects with the add method but then you NEED
       * to run a addWithUpdate call for the Group class or position/bbox will be wrong.
       * @param {...fabric.Object} object Zero or more fabric instances
       * @return {Self} thisArg
       * @chainable
       */
      add: function () {
        this._objects.push.apply(this._objects, arguments);
        if (this._onObjectAdded) {
          for (var i = 0, length = arguments.length; i < length; i++) {
            this._onObjectAdded(arguments[i]);
          }
        }
        this.renderOnAddRemove && this.requestRenderAll();
        return this;
      },

      /**
       * Inserts an object into collection at specified index, then renders canvas (if `renderOnAddRemove` is not `false`)
       * An object should be an instance of (or inherit from) fabric.Object
       * Use of this function is highly discouraged for groups.
       * you can add a bunch of objects with the insertAt method but then you NEED
       * to run a addWithUpdate call for the Group class or position/bbox will be wrong.
       * @param {Object} object Object to insert
       * @param {Number} index Index to insert object at
       * @param {Boolean} nonSplicing When `true`, no splicing (shifting) of objects occurs
       * @return {Self} thisArg
       * @chainable
       */
      insertAt: function (object, index, nonSplicing) {
        var objects = this.getObjects();
        if (nonSplicing) {
          objects[index] = object;
        }
        else {
          objects.splice(index, 0, object);
        }
        this._onObjectAdded && this._onObjectAdded(object);
        this.renderOnAddRemove && this.requestRenderAll();
        return this;
      },

      /**
       * Removes objects from a collection, then renders canvas (if `renderOnAddRemove` is not `false`)
       * @param {...fabric.Object} object Zero or more fabric instances
       * @return {Self} thisArg
       * @chainable
       */
      remove: function() {
        var objects = this.getObjects(),
            index, somethingRemoved = false;

        for (var i = 0, length = arguments.length; i < length; i++) {
          index = objects.indexOf(arguments[i]);

          // only call onObjectRemoved if an object was actually removed
          if (index !== -1) {
            somethingRemoved = true;
            objects.splice(index, 1);
            this._onObjectRemoved && this._onObjectRemoved(arguments[i]);
          }
        }

        this.renderOnAddRemove && somethingRemoved && this.requestRenderAll();
        return this;
      },

      /**
       * Executes given function for each object in this group
       * @param {Function} callback
       *                   Callback invoked with current object as first argument,
       *                   index - as second and an array of all objects - as third.
       *                   Callback is invoked in a context of Global Object (e.g. `window`)
       *                   when no `context` argument is given
       *
       * @param {Object} context Context (aka thisObject)
       * @return {Self} thisArg
       * @chainable
       */
      forEachObject: function(callback, context) {
        var objects = this.getObjects();
        for (var i = 0, len = objects.length; i < len; i++) {
          callback.call(context, objects[i], i, objects);
        }
        return this;
      },

      /**
       * Returns an array of children objects of this instance
       * Type parameter introduced in 1.3.10
       * @param {String} [type] When specified, only objects of this type are returned
       * @return {Array}
       */
      getObjects: function(type) {
        if (typeof type === 'undefined') {
          return this._objects;
        }
        return this._objects.filter(function(o) {
          return o.type === type;
        });
      },

      /**
       * Returns object at specified index
       * @param {Number} index
       * @return {Self} thisArg
       */
      item: function (index) {
        return this.getObjects()[index];
      },

      /**
       * Returns true if collection contains no objects
       * @return {Boolean} true if collection is empty
       */
      isEmpty: function () {
        return this.getObjects().length === 0;
      },

      /**
       * Returns a size of a collection (i.e: length of an array containing its objects)
       * @return {Number} Collection size
       */
      size: function() {
        return this.getObjects().length;
      },

      /**
       * Returns true if collection contains an object
       * @param {Object} object Object to check against
       * @return {Boolean} `true` if collection contains an object
       */
      contains: function(object) {
        return this.getObjects().indexOf(object) > -1;
      },

      /**
       * Returns number representation of a collection complexity
       * @return {Number} complexity
       */
      complexity: function () {
        return this.getObjects().reduce(function (memo, current) {
          memo += current.complexity ? current.complexity() : 0;
          return memo;
        }, 0);
      }
    };

    /**
     * @namespace fabric.CommonMethods
     */
    fabric.CommonMethods = {

      /**
       * Sets object's properties from options
       * @param {Object} [options] Options object
       */
      _setOptions: function(options) {
        for (var prop in options) {
          this.set(prop, options[prop]);
        }
      },

      /**
       * @private
       * @param {Object} [filler] Options object
       * @param {String} [property] property to set the Gradient to
       */
      _initGradient: function(filler, property) {
        if (filler && filler.colorStops && !(filler instanceof fabric.Gradient)) {
          this.set(property, new fabric.Gradient(filler));
        }
      },

      /**
       * @private
       * @param {Object} [filler] Options object
       * @param {String} [property] property to set the Pattern to
       * @param {Function} [callback] callback to invoke after pattern load
       */
      _initPattern: function(filler, property, callback) {
        if (filler && filler.source && !(filler instanceof fabric.Pattern)) {
          this.set(property, new fabric.Pattern(filler, callback));
        }
        else {
          callback && callback();
        }
      },

      /**
       * @private
       * @param {Object} [options] Options object
       */
      _initClipping: function(options) {
        if (!options.clipTo || typeof options.clipTo !== 'string') {
          return;
        }

        var functionBody = fabric.util.getFunctionBody(options.clipTo);
        Eif (typeof functionBody !== 'undefined') {
          this.clipTo = new Function('ctx', functionBody);
        }
      },

      /**
       * @private
       */
      _setObject: function(obj) {
        for (var prop in obj) {
          this._set(prop, obj[prop]);
        }
      },

      /**
       * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.
       * @param {String|Object} key Property name or object (if object, iterate over the object properties)
       * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)
       * @return {fabric.Object} thisArg
       * @chainable
       */
      set: function(key, value) {
        if (typeof key === 'object') {
          this._setObject(key);
        }
        else {
          if (typeof value === 'function' && key !== 'clipTo') {
            this._set(key, value(this.get(key)));
          }
          else {
            this._set(key, value);
          }
        }
        return this;
      },

      _set: function(key, value) {
        this[key] = value;
      },

      /**
       * Toggles specified property from `true` to `false` or from `false` to `true`
       * @param {String} property Property to toggle
       * @return {fabric.Object} thisArg
       * @chainable
       */
      toggle: function(property) {
        var value = this.get(property);
        if (typeof value === 'boolean') {
          this.set(property, !value);
        }
        return this;
      },

      /**
       * Basic getter
       * @param {String} property Property name
       * @return {*} value of a property
       */
      get: function(property) {
        return this[property];
      }
    };

    (function(global) {

      var sqrt = Math.sqrt,
          atan2 = Math.atan2,
          pow = Math.pow,
          abs = Math.abs,
          PiBy180 = Math.PI / 180;

      /**
       * @namespace fabric.util
       */
      fabric.util = {

        /**
         * Removes value from an array.
         * Presence of value (and its position in an array) is determined via `Array.prototype.indexOf`
         * @static
         * @memberOf fabric.util
         * @param {Array} array
         * @param {*} value
         * @return {Array} original array
         */
        removeFromArray: function(array, value) {
          var idx = array.indexOf(value);
          if (idx !== -1) {
            array.splice(idx, 1);
          }
          return array;
        },

        /**
         * Returns random number between 2 specified ones.
         * @static
         * @memberOf fabric.util
         * @param {Number} min lower limit
         * @param {Number} max upper limit
         * @return {Number} random value (between min and max)
         */
        getRandomInt: function(min, max) {
          return Math.floor(Math.random() * (max - min + 1)) + min;
        },

        /**
         * Transforms degrees to radians.
         * @static
         * @memberOf fabric.util
         * @param {Number} degrees value in degrees
         * @return {Number} value in radians
         */
        degreesToRadians: function(degrees) {
          return degrees * PiBy180;
        },

        /**
         * Transforms radians to degrees.
         * @static
         * @memberOf fabric.util
         * @param {Number} radians value in radians
         * @return {Number} value in degrees
         */
        radiansToDegrees: function(radians) {
          return radians / PiBy180;
        },

        /**
         * Rotates `point` around `origin` with `radians`
         * @static
         * @memberOf fabric.util
         * @param {fabric.Point} point The point to rotate
         * @param {fabric.Point} origin The origin of the rotation
         * @param {Number} radians The radians of the angle for the rotation
         * @return {fabric.Point} The new rotated point
         */
        rotatePoint: function(point, origin, radians) {
          point.subtractEquals(origin);
          var v = fabric.util.rotateVector(point, radians);
          return new fabric.Point(v.x, v.y).addEquals(origin);
        },

        /**
         * Rotates `vector` with `radians`
         * @static
         * @memberOf fabric.util
         * @param {Object} vector The vector to rotate (x and y)
         * @param {Number} radians The radians of the angle for the rotation
         * @return {Object} The new rotated point
         */
        rotateVector: function(vector, radians) {
          var sin = Math.sin(radians),
              cos = Math.cos(radians),
              rx = vector.x * cos - vector.y * sin,
              ry = vector.x * sin + vector.y * cos;
          return {
            x: rx,
            y: ry
          };
        },

        /**
         * Apply transform t to point p
         * @static
         * @memberOf fabric.util
         * @param  {fabric.Point} p The point to transform
         * @param  {Array} t The transform
         * @param  {Boolean} [ignoreOffset] Indicates that the offset should not be applied
         * @return {fabric.Point} The transformed point
         */
        transformPoint: function(p, t, ignoreOffset) {
          if (ignoreOffset) {
            return new fabric.Point(
              t[0] * p.x + t[2] * p.y,
              t[1] * p.x + t[3] * p.y
            );
          }
          return new fabric.Point(
            t[0] * p.x + t[2] * p.y + t[4],
            t[1] * p.x + t[3] * p.y + t[5]
          );
        },

        /**
         * Returns coordinates of points's bounding rectangle (left, top, width, height)
         * @param {Array} points 4 points array
         * @return {Object} Object with left, top, width, height properties
         */
        makeBoundingBoxFromPoints: function(points) {
          var xPoints = [points[0].x, points[1].x, points[2].x, points[3].x],
              minX = fabric.util.array.min(xPoints),
              maxX = fabric.util.array.max(xPoints),
              width = maxX - minX,
              yPoints = [points[0].y, points[1].y, points[2].y, points[3].y],
              minY = fabric.util.array.min(yPoints),
              maxY = fabric.util.array.max(yPoints),
              height = maxY - minY;

          return {
            left: minX,
            top: minY,
            width: width,
            height: height
          };
        },

        /**
         * Invert transformation t
         * @static
         * @memberOf fabric.util
         * @param {Array} t The transform
         * @return {Array} The inverted transform
         */
        invertTransform: function(t) {
          var a = 1 / (t[0] * t[3] - t[1] * t[2]),
              r = [a * t[3], -a * t[1], -a * t[2], a * t[0]],
              o = fabric.util.transformPoint({ x: t[4], y: t[5] }, r, true);
          r[4] = -o.x;
          r[5] = -o.y;
          return r;
        },

        /**
         * A wrapper around Number#toFixed, which contrary to native method returns number, not string.
         * @static
         * @memberOf fabric.util
         * @param {Number|String} number number to operate on
         * @param {Number} fractionDigits number of fraction digits to "leave"
         * @return {Number}
         */
        toFixed: function(number, fractionDigits) {
          return parseFloat(Number(number).toFixed(fractionDigits));
        },

        /**
         * Converts from attribute value to pixel value if applicable.
         * Returns converted pixels or original value not converted.
         * @param {Number|String} value number to operate on
         * @param {Number} fontSize
         * @return {Number|String}
         */
        parseUnit: function(value, fontSize) {
          var unit = /\D{0,2}$/.exec(value),
              number = parseFloat(value);
          if (!fontSize) {
            fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;
          }
          switch (unit[0]) {
            case 'mm':
              return number * fabric.DPI / 25.4;

            case 'cm':
              return number * fabric.DPI / 2.54;

            case 'in':
              return number * fabric.DPI;

            case 'pt':
              return number * fabric.DPI / 72; // or * 4 / 3

            case 'pc':
              return number * fabric.DPI / 72 * 12; // or * 16

            case 'em':
              return number * fontSize;

            default:
              return number;
          }
        },

        /**
         * Function which always returns `false`.
         * @static
         * @memberOf fabric.util
         * @return {Boolean}
         */
        falseFunction: function() {
          return false;
        },

        /**
         * Returns klass "Class" object of given namespace
         * @memberOf fabric.util
         * @param {String} type Type of object (eg. 'circle')
         * @param {String} namespace Namespace to get klass "Class" object from
         * @return {Object} klass "Class"
         */
        getKlass: function(type, namespace) {
          // capitalize first letter only
          type = fabric.util.string.camelize(type.charAt(0).toUpperCase() + type.slice(1));
          return fabric.util.resolveNamespace(namespace)[type];
        },

        /**
         * Returns array of attributes for given svg that fabric parses
         * @memberOf fabric.util
         * @param {String} type Type of svg element (eg. 'circle')
         * @return {Array} string names of supported attributes
         */
        getSvgAttributes: function(type) {
          var attributes = [
            'instantiated_by_use',
            'style',
            'id',
            'class'
          ];
          switch (type) {
            case 'linearGradient':
              attributes = attributes.concat(['x1', 'y1', 'x2', 'y2', 'gradientUnits', 'gradientTransform']);
              break;
            case 'radialGradient':
              attributes = attributes.concat(['gradientUnits', 'gradientTransform', 'cx', 'cy', 'r', 'fx', 'fy', 'fr']);
              break;
            case 'stop':
              attributes = attributes.concat(['offset', 'stop-color', 'stop-opacity']);
              break;
          }
          return attributes;
        },

        /**
         * Returns object of given namespace
         * @memberOf fabric.util
         * @param {String} namespace Namespace string e.g. 'fabric.Image.filter' or 'fabric'
         * @return {Object} Object for given namespace (default fabric)
         */
        resolveNamespace: function(namespace) {
          if (!namespace) {
            return fabric;
          }

          var parts = namespace.split('.'),
              len = parts.length, i,
              obj = global || fabric.window;

          for (i = 0; i < len; ++i) {
            obj = obj[parts[i]];
          }

          return obj;
        },

        /**
         * Loads image element from given url and passes it to a callback
         * @memberOf fabric.util
         * @param {String} url URL representing an image
         * @param {Function} callback Callback; invoked with loaded image
         * @param {*} [context] Context to invoke callback in
         * @param {Object} [crossOrigin] crossOrigin value to set image element to
         */
        loadImage: function(url, callback, context, crossOrigin) {
          if (!url) {
            callback && callback.call(context, url);
            return;
          }

          var img = fabric.util.createImage();

          /** @ignore */
          var onLoadCallback = function () {
            callback && callback.call(context, img);
            img = img.onload = img.onerror = null;
          };

          img.onload = onLoadCallback;
          /** @ignore */
          img.onerror = function() {
            fabric.log('Error loading ' + img.src);
            callback && callback.call(context, null, true);
            img = img.onload = img.onerror = null;
          };

          // data-urls appear to be buggy with crossOrigin
          // https://github.com/kangax/fabric.js/commit/d0abb90f1cd5c5ef9d2a94d3fb21a22330da3e0a#commitcomment-4513767
          // see https://code.google.com/p/chromium/issues/detail?id=315152
          //     https://bugzilla.mozilla.org/show_bug.cgi?id=935069
          if (url.indexOf('data') !== 0 && crossOrigin) {
            img.crossOrigin = crossOrigin;
          }

          // IE10 / IE11-Fix: SVG contents from data: URI
          // will only be available if the IMG is present
          // in the DOM (and visible)
          Iif (url.substring(0,14) === 'data:image/svg') {
            img.onload = null;
            fabric.util.loadImageInDom(img, onLoadCallback);
          }

          img.src = url;
        },

        /**
         * Attaches SVG image with data: URL to the dom
         * @memberOf fabric.util
         * @param {Object} img Image object with data:image/svg src
         * @param {Function} callback Callback; invoked with loaded image
         * @return {Object} DOM element (div containing the SVG image)
         */
        loadImageInDom: function(img, onLoadCallback) {
          var div = fabric.document.createElement('div');
          div.style.width = div.style.height = '1px';
          div.style.left = div.style.top = '-100%';
          div.style.position = 'absolute';
          div.appendChild(img);
          fabric.document.querySelector('body').appendChild(div);
          /**
           * Wrap in function to:
           *   1. Call existing callback
           *   2. Cleanup DOM
           */
          img.onload = function () {
            onLoadCallback();
            div.parentNode.removeChild(div);
            div = null;
          };
        },

        /**
         * Creates corresponding fabric instances from their object representations
         * @static
         * @memberOf fabric.util
         * @param {Array} objects Objects to enliven
         * @param {Function} callback Callback to invoke when all objects are created
         * @param {String} namespace Namespace to get klass "Class" object from
         * @param {Function} reviver Method for further parsing of object elements,
         * called after each fabric object created.
         */
        enlivenObjects: function(objects, callback, namespace, reviver) {
          objects = objects || [];

          function onLoaded() {
            if (++numLoadedObjects === numTotalObjects) {
              callback && callback(enlivenedObjects);
            }
          }

          var enlivenedObjects = [],
              numLoadedObjects = 0,
              numTotalObjects = objects.length;

          if (!numTotalObjects) {
            callback && callback(enlivenedObjects);
            return;
          }

          objects.forEach(function (o, index) {
            // if sparse array
            if (!o || !o.type) {
              onLoaded();
              return;
            }
            var klass = fabric.util.getKlass(o.type, namespace);
            klass.fromObject(o, function (obj, error) {
              error || (enlivenedObjects[index] = obj);
              reviver && reviver(o, obj, error);
              onLoaded();
            });
          });
        },

        /**
         * Create and wait for loading of patterns
         * @static
         * @memberOf fabric.util
         * @param {Array} patterns Objects to enliven
         * @param {Function} callback Callback to invoke when all objects are created
         * called after each fabric object created.
         */
        enlivenPatterns: function(patterns, callback) {
          patterns = patterns || [];

          function onLoaded() {
            if (++numLoadedPatterns === numPatterns) {
              callback && callback(enlivenedPatterns);
            }
          }

          var enlivenedPatterns = [],
              numLoadedPatterns = 0,
              numPatterns = patterns.length;

          Iif (!numPatterns) {
            callback && callback(enlivenedPatterns);
            return;
          }

          patterns.forEach(function (p, index) {
            if (p && p.source) {
              new fabric.Pattern(p, function(pattern) {
                enlivenedPatterns[index] = pattern;
                onLoaded();
              });
            }
            else {
              enlivenedPatterns[index] = p;
              onLoaded();
            }
          });
        },

        /**
         * Groups SVG elements (usually those retrieved from SVG document)
         * @static
         * @memberOf fabric.util
         * @param {Array} elements SVG elements to group
         * @param {Object} [options] Options object
         * @param {String} path Value to set sourcePath to
         * @return {fabric.Object|fabric.Group}
         */
        groupSVGElements: function(elements, options, path) {
          var object;
          if (elements.length === 1) {
            return elements[0];
          }
          Eif (options) {
            Iif (options.width && options.height) {
              options.centerPoint = {
                x: options.width / 2,
                y: options.height / 2
              };
            }
            else {
              delete options.width;
              delete options.height;
            }
          }
          object = new fabric.Group(elements, options);
          Iif (typeof path !== 'undefined') {
            object.sourcePath = path;
          }
          return object;
        },

        /**
         * Populates an object with properties of another object
         * @static
         * @memberOf fabric.util
         * @param {Object} source Source object
         * @param {Object} destination Destination object
         * @return {Array} properties Properties names to include
         */
        populateWithProperties: function(source, destination, properties) {
          if (properties && Object.prototype.toString.call(properties) === '[object Array]') {
            for (var i = 0, len = properties.length; i < len; i++) {
              if (properties[i] in source) {
                destination[properties[i]] = source[properties[i]];
              }
            }
          }
        },

        /**
         * Draws a dashed line between two points
         *
         * This method is used to draw dashed line around selection area.
         * See <a href="http://stackoverflow.com/questions/4576724/dotted-stroke-in-canvas">dotted stroke in canvas</a>
         *
         * @param {CanvasRenderingContext2D} ctx context
         * @param {Number} x  start x coordinate
         * @param {Number} y start y coordinate
         * @param {Number} x2 end x coordinate
         * @param {Number} y2 end y coordinate
         * @param {Array} da dash array pattern
         */
        drawDashedLine: function(ctx, x, y, x2, y2, da) {
          var dx = x2 - x,
              dy = y2 - y,
              len = sqrt(dx * dx + dy * dy),
              rot = atan2(dy, dx),
              dc = da.length,
              di = 0,
              draw = true;

          ctx.save();
          ctx.translate(x, y);
          ctx.moveTo(0, 0);
          ctx.rotate(rot);

          x = 0;
          while (len > x) {
            x += da[di++ % dc];
            if (x > len) {
              x = len;
            }
            ctx[draw ? 'lineTo' : 'moveTo'](x, 0);
            draw = !draw;
          }

          ctx.restore();
        },

        /**
         * Creates canvas element
         * @static
         * @memberOf fabric.util
         * @return {CanvasElement} initialized canvas element
         */
        createCanvasElement: function() {
          return fabric.document.createElement('canvas');
        },

        /**
         * Creates image element (works on client and node)
         * @static
         * @memberOf fabric.util
         * @return {HTMLImageElement} HTML image element
         */
        createImage: function() {
          return fabric.document.createElement('img');
        },

        /**
         * @static
         * @memberOf fabric.util
         * @deprecated since 2.0.0
         * @param {fabric.Object} receiver Object implementing `clipTo` method
         * @param {CanvasRenderingContext2D} ctx Context to clip
         */
        clipContext: function(receiver, ctx) {
          ctx.save();
          ctx.beginPath();
          receiver.clipTo(ctx);
          ctx.clip();
        },

        /**
         * Multiply matrix A by matrix B to nest transformations
         * @static
         * @memberOf fabric.util
         * @param  {Array} a First transformMatrix
         * @param  {Array} b Second transformMatrix
         * @param  {Boolean} is2x2 flag to multiply matrices as 2x2 matrices
         * @return {Array} The product of the two transform matrices
         */
        multiplyTransformMatrices: function(a, b, is2x2) {
          // Matrix multiply a * b
          return [
            a[0] * b[0] + a[2] * b[1],
            a[1] * b[0] + a[3] * b[1],
            a[0] * b[2] + a[2] * b[3],
            a[1] * b[2] + a[3] * b[3],
            is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4],
            is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5]
          ];
        },

        /**
         * Decomposes standard 2x2 matrix into transform componentes
         * @static
         * @memberOf fabric.util
         * @param  {Array} a transformMatrix
         * @return {Object} Components of transform
         */
        qrDecompose: function(a) {
          var angle = atan2(a[1], a[0]),
              denom = pow(a[0], 2) + pow(a[1], 2),
              scaleX = sqrt(denom),
              scaleY = (a[0] * a[3] - a[2] * a [1]) / scaleX,
              skewX = atan2(a[0] * a[2] + a[1] * a [3], denom);
          return {
            angle: angle  / PiBy180,
            scaleX: scaleX,
            scaleY: scaleY,
            skewX: skewX / PiBy180,
            skewY: 0,
            translateX: a[4],
            translateY: a[5]
          };
        },

        customTransformMatrix: function(scaleX, scaleY, skewX) {
          var skewMatrixX = [1, 0, abs(Math.tan(skewX * PiBy180)), 1],
              scaleMatrix = [abs(scaleX), 0, 0, abs(scaleY)];
          return fabric.util.multiplyTransformMatrices(scaleMatrix, skewMatrixX, true);
        },

        resetObjectTransform: function (target) {
          target.scaleX = 1;
          target.scaleY = 1;
          target.skewX = 0;
          target.skewY = 0;
          target.flipX = false;
          target.flipY = false;
          target.rotate(0);
        },

        /**
         * Returns string representation of function body
         * @param {Function} fn Function to get body of
         * @return {String} Function body
         */
        getFunctionBody: function(fn) {
          return (String(fn).match(/function[^{]*\{([\s\S]*)\}/) || {})[1];
        },

        /**
         * Returns true if context has transparent pixel
         * at specified location (taking tolerance into account)
         * @param {CanvasRenderingContext2D} ctx context
         * @param {Number} x x coordinate
         * @param {Number} y y coordinate
         * @param {Number} tolerance Tolerance
         */
        isTransparent: function(ctx, x, y, tolerance) {

          // If tolerance is > 0 adjust start coords to take into account.
          // If moves off Canvas fix to 0
          Iif (tolerance > 0) {
            if (x > tolerance) {
              x -= tolerance;
            }
            else {
              x = 0;
            }
            if (y > tolerance) {
              y -= tolerance;
            }
            else {
              y = 0;
            }
          }

          var _isTransparent = true, i, temp,
              imageData = ctx.getImageData(x, y, (tolerance * 2) || 1, (tolerance * 2) || 1),
              l = imageData.data.length;

          // Split image data - for tolerance > 1, pixelDataSize = 4;
          for (i = 3; i < l; i += 4) {
            temp = imageData.data[i];
            _isTransparent = temp <= 0;
            if (_isTransparent === false) {
              break; // Stop if colour found
            }
          }

          imageData = null;

          return _isTransparent;
        },

        /**
         * Parse preserveAspectRatio attribute from element
         * @param {string} attribute to be parsed
         * @return {Object} an object containing align and meetOrSlice attribute
         */
        parsePreserveAspectRatioAttribute: function(attribute) {
          var meetOrSlice = 'meet', alignX = 'Mid', alignY = 'Mid',
              aspectRatioAttrs = attribute.split(' '), align;

          Eif (aspectRatioAttrs && aspectRatioAttrs.length) {
            meetOrSlice = aspectRatioAttrs.pop();
            if (meetOrSlice !== 'meet' && meetOrSlice !== 'slice') {
              align = meetOrSlice;
              meetOrSlice = 'meet';
            }
            else Eif (aspectRatioAttrs.length) {
              align = aspectRatioAttrs.pop();
            }
          }
          //divide align in alignX and alignY
          alignX = align !== 'none' ? align.slice(1, 4) : 'none';
          alignY = align !== 'none' ? align.slice(5, 8) : 'none';
          return {
            meetOrSlice: meetOrSlice,
            alignX: alignX,
            alignY: alignY
          };
        },

        /**
         * Clear char widths cache for a font family.
         * @memberOf fabric.util
         * @param {String} [fontFamily] font family to clear
         */
        clearFabricFontCache: function(fontFamily) {
          if (!fontFamily) {
            fabric.charWidthsCache = { };
          }
          else Eif (fabric.charWidthsCache[fontFamily]) {
            delete fabric.charWidthsCache[fontFamily];
          }
        },

        /**
         * Clear char widths cache for a font family.
         * @memberOf fabric.util
         * @param {Number} ar aspect ratio
         * @param {Number} maximumArea Maximum area you want to achieve
         * @return {Object.x} Limited dimensions by X
         * @return {Object.y} Limited dimensions by Y
         */
        limitDimsByArea: function(ar, maximumArea) {
          var roughWidth = Math.sqrt(maximumArea * ar),
              perfLimitSizeY = Math.floor(maximumArea / roughWidth);
          return { x: Math.floor(roughWidth), y: perfLimitSizeY };
        },

        capValue: function(min, value, max) {
          return Math.max(min, Math.min(value, max));
        },

        findScaleToFit: function(source, destination) {
          return Math.min(destination.width / source.width, destination.height / source.height);
        },

        findScaleToCover: function(source, destination) {
          return Math.max(destination.width / source.width, destination.height / source.height);
        }
      };
    })(typeof exports !== 'undefined' ? exports : this);

    (function() {

      var arcToSegmentsCache = { },
          segmentToBezierCache = { },
          boundsOfCurveCache = { },
          _join = Array.prototype.join;

      /* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp
       * by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here
       * http://mozilla.org/MPL/2.0/
       */
      function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {
        var argsString = _join.call(arguments);
        if (arcToSegmentsCache[argsString]) {
          return arcToSegmentsCache[argsString];
        }

        var PI = Math.PI, th = rotateX * PI / 180,
            sinTh = Math.sin(th),
            cosTh = Math.cos(th),
            fromX = 0, fromY = 0;

        rx = Math.abs(rx);
        ry = Math.abs(ry);

        var px = -cosTh * toX * 0.5 - sinTh * toY * 0.5,
            py = -cosTh * toY * 0.5 + sinTh * toX * 0.5,
            rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px,
            pl = rx2 * ry2 - rx2 * py2 - ry2 * px2,
            root = 0;

        Eif (pl < 0) {
          var s = Math.sqrt(1 - pl / (rx2 * ry2));
          rx *= s;
          ry *= s;
        }
        else {
          root = (large === sweep ? -1.0 : 1.0) *
                  Math.sqrt( pl / (rx2 * py2 + ry2 * px2));
        }

        var cx = root * rx * py / ry,
            cy = -root * ry * px / rx,
            cx1 = cosTh * cx - sinTh * cy + toX * 0.5,
            cy1 = sinTh * cx + cosTh * cy + toY * 0.5,
            mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry),
            dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px - cx) / rx, (-py - cy) / ry);

        Iif (sweep === 0 && dtheta > 0) {
          dtheta -= 2 * PI;
        }
        else Iif (sweep === 1 && dtheta < 0) {
          dtheta += 2 * PI;
        }

        // Convert into cubic bezier segments <= 90deg
        var segments = Math.ceil(Math.abs(dtheta / PI * 2)),
            result = [], mDelta = dtheta / segments,
            mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2),
            th3 = mTheta + mDelta;

        for (var i = 0; i < segments; i++) {
          result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);
          fromX = result[i][4];
          fromY = result[i][5];
          mTheta = th3;
          th3 += mDelta;
        }
        arcToSegmentsCache[argsString] = result;
        return result;
      }

      function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {
        var argsString2 = _join.call(arguments);
        Iif (segmentToBezierCache[argsString2]) {
          return segmentToBezierCache[argsString2];
        }

        var costh2 = Math.cos(th2),
            sinth2 = Math.sin(th2),
            costh3 = Math.cos(th3),
            sinth3 = Math.sin(th3),
            toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1,
            toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1,
            cp1X = fromX + mT * ( -cosTh * rx * sinth2 - sinTh * ry * costh2),
            cp1Y = fromY + mT * ( -sinTh * rx * sinth2 + cosTh * ry * costh2),
            cp2X = toX + mT * ( cosTh * rx * sinth3 + sinTh * ry * costh3),
            cp2Y = toY + mT * ( sinTh * rx * sinth3 - cosTh * ry * costh3);

        segmentToBezierCache[argsString2] = [
          cp1X, cp1Y,
          cp2X, cp2Y,
          toX, toY
        ];
        return segmentToBezierCache[argsString2];
      }

      /*
       * Private
       */
      function calcVectorAngle(ux, uy, vx, vy) {
        var ta = Math.atan2(uy, ux),
            tb = Math.atan2(vy, vx);
        if (tb >= ta) {
          return tb - ta;
        }
        else {
          return 2 * Math.PI - (ta - tb);
        }
      }

      /**
       * Draws arc
       * @param {CanvasRenderingContext2D} ctx
       * @param {Number} fx
       * @param {Number} fy
       * @param {Array} coords
       */
      fabric.util.drawArc = function(ctx, fx, fy, coords) {
        var rx = coords[0],
            ry = coords[1],
            rot = coords[2],
            large = coords[3],
            sweep = coords[4],
            tx = coords[5],
            ty = coords[6],
            segs = [[], [], [], []],
            segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);

        for (var i = 0, len = segsNorm.length; i < len; i++) {
          segs[i][0] = segsNorm[i][0] + fx;
          segs[i][1] = segsNorm[i][1] + fy;
          segs[i][2] = segsNorm[i][2] + fx;
          segs[i][3] = segsNorm[i][3] + fy;
          segs[i][4] = segsNorm[i][4] + fx;
          segs[i][5] = segsNorm[i][5] + fy;
          ctx.bezierCurveTo.apply(ctx, segs[i]);
        }
      };

      /**
       * Calculate bounding box of a elliptic-arc
       * @param {Number} fx start point of arc
       * @param {Number} fy
       * @param {Number} rx horizontal radius
       * @param {Number} ry vertical radius
       * @param {Number} rot angle of horizontal axe
       * @param {Number} large 1 or 0, whatever the arc is the big or the small on the 2 points
       * @param {Number} sweep 1 or 0, 1 clockwise or counterclockwise direction
       * @param {Number} tx end point of arc
       * @param {Number} ty
       */
      fabric.util.getBoundsOfArc = function(fx, fy, rx, ry, rot, large, sweep, tx, ty) {

        var fromX = 0, fromY = 0, bound, bounds = [],
            segs = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);

        for (var i = 0, len = segs.length; i < len; i++) {
          bound = getBoundsOfCurve(fromX, fromY, segs[i][0], segs[i][1], segs[i][2], segs[i][3], segs[i][4], segs[i][5]);
          bounds.push({ x: bound[0].x + fx, y: bound[0].y + fy });
          bounds.push({ x: bound[1].x + fx, y: bound[1].y + fy });
          fromX = segs[i][4];
          fromY = segs[i][5];
        }
        return bounds;
      };

      /**
       * Calculate bounding box of a beziercurve
       * @param {Number} x0 starting point
       * @param {Number} y0
       * @param {Number} x1 first control point
       * @param {Number} y1
       * @param {Number} x2 secondo control point
       * @param {Number} y2
       * @param {Number} x3 end of beizer
       * @param {Number} y3
       */
      // taken from http://jsbin.com/ivomiq/56/edit  no credits available for that.
      function getBoundsOfCurve(x0, y0, x1, y1, x2, y2, x3, y3) {
        var argsString = _join.call(arguments);
        if (boundsOfCurveCache[argsString]) {
          return boundsOfCurveCache[argsString];
        }

        var sqrt = Math.sqrt,
            min = Math.min, max = Math.max,
            abs = Math.abs, tvalues = [],
            bounds = [[], []],
            a, b, c, t, t1, t2, b2ac, sqrtb2ac;

        b = 6 * x0 - 12 * x1 + 6 * x2;
        a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;
        c = 3 * x1 - 3 * x0;

        for (var i = 0; i < 2; ++i) {
          if (i > 0) {
            b = 6 * y0 - 12 * y1 + 6 * y2;
            a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;
            c = 3 * y1 - 3 * y0;
          }

          if (abs(a) < 1e-12) {
            Iif (abs(b) < 1e-12) {
              continue;
            }
            t = -c / b;
            Eif (0 < t && t < 1) {
              tvalues.push(t);
            }
            continue;
          }
          b2ac = b * b - 4 * c * a;
          if (b2ac < 0) {
            continue;
          }
          sqrtb2ac = sqrt(b2ac);
          t1 = (-b + sqrtb2ac) / (2 * a);
          if (0 < t1 && t1 < 1) {
            tvalues.push(t1);
          }
          t2 = (-b - sqrtb2ac) / (2 * a);
          if (0 < t2 && t2 < 1) {
            tvalues.push(t2);
          }
        }

        var x, y, j = tvalues.length, jlen = j, mt;
        while (j--) {
          t = tvalues[j];
          mt = 1 - t;
          x = (mt * mt * mt * x0) + (3 * mt * mt * t * x1) + (3 * mt * t * t * x2) + (t * t * t * x3);
          bounds[0][j] = x;

          y = (mt * mt * mt * y0) + (3 * mt * mt * t * y1) + (3 * mt * t * t * y2) + (t * t * t * y3);
          bounds[1][j] = y;
        }

        bounds[0][jlen] = x0;
        bounds[1][jlen] = y0;
        bounds[0][jlen + 1] = x3;
        bounds[1][jlen + 1] = y3;
        var result = [
          {
            x: min.apply(null, bounds[0]),
            y: min.apply(null, bounds[1])
          },
          {
            x: max.apply(null, bounds[0]),
            y: max.apply(null, bounds[1])
          }
        ];
        boundsOfCurveCache[argsString] = result;
        return result;
      }

      fabric.util.getBoundsOfCurve = getBoundsOfCurve;

    })();

    (function() {

      var slice = Array.prototype.slice;

      /**
       * Invokes method on all items in a given array
       * @memberOf fabric.util.array
       * @param {Array} array Array to iterate over
       * @param {String} method Name of a method to invoke
       * @return {Array}
       */
      function invoke(array, method) {
        var args = slice.call(arguments, 2), result = [];
        for (var i = 0, len = array.length; i < len; i++) {
          result[i] = args.length ? array[i][method].apply(array[i], args) : array[i][method].call(array[i]);
        }
        return result;
      }

      /**
       * Finds maximum value in array (not necessarily "first" one)
       * @memberOf fabric.util.array
       * @param {Array} array Array to iterate over
       * @param {String} byProperty
       * @return {*}
       */
      function max(array, byProperty) {
        return find(array, byProperty, function(value1, value2) {
          return value1 >= value2;
        });
      }

      /**
       * Finds minimum value in array (not necessarily "first" one)
       * @memberOf fabric.util.array
       * @param {Array} array Array to iterate over
       * @param {String} byProperty
       * @return {*}
       */
      function min(array, byProperty) {
        return find(array, byProperty, function(value1, value2) {
          return value1 < value2;
        });
      }

      /**
       * @private
       */
      function fill(array, value) {
        var k = array.length;
        while (k--) {
          array[k] = value;
        }
        return array;
      }

      /**
       * @private
       */
      function find(array, byProperty, condition) {
        if (!array || array.length === 0) {
          return;
        }

        var i = array.length - 1,
            result = byProperty ? array[i][byProperty] : array[i];
        if (byProperty) {
          while (i--) {
            if (condition(array[i][byProperty], result)) {
              result = array[i][byProperty];
            }
          }
        }
        else {
          while (i--) {
            if (condition(array[i], result)) {
              result = array[i];
            }
          }
        }
        return result;
      }

      /**
       * @namespace fabric.util.array
       */
      fabric.util.array = {
        fill: fill,
        invoke: invoke,
        min: min,
        max: max
      };

    })();

    (function() {
      /**
       * Copies all enumerable properties of one js object to another
       * Does not clone or extend fabric.Object subclasses.
       * @memberOf fabric.util.object
       * @param {Object} destination Where to copy to
       * @param {Object} source Where to copy from
       * @return {Object}
       */

      function extend(destination, source, deep) {
        // JScript DontEnum bug is not taken care of
        // the deep clone is for internal use, is not meant to avoid
        // javascript traps or cloning html element or self referenced objects.
        if (deep) {
          Iif (!fabric.isLikelyNode && source instanceof Element) {
            // avoid cloning deep images, canvases,
            destination = source;
          }
          else if (source instanceof Array) {
            destination = [];
            for (var i = 0, len = source.length; i < len; i++) {
              destination[i] = extend({ }, source[i], deep);
            }
          }
          else if (source && typeof source === 'object') {
            for (var property in source) {
              if (source.hasOwnProperty(property)) {
                destination[property] = extend({ }, source[property], deep);
              }
            }
          }
          else {
            // this sounds odd for an extend but is ok for recursive use
            destination = source;
          }
        }
        else {
          for (var property in source) {
            destination[property] = source[property];
          }
        }
        return destination;
      }

      /**
       * Creates an empty object and copies all enumerable properties of another object to it
       * @memberOf fabric.util.object
       * TODO: this function return an empty object if you try to clone null
       * @param {Object} object Object to clone
       * @return {Object}
       */
      function clone(object, deep) {
        return extend({ }, object, deep);
      }

      /** @namespace fabric.util.object */
      fabric.util.object = {
        extend: extend,
        clone: clone
      };
      fabric.util.object.extend(fabric.util, fabric.Observable);
    })();

    (function() {

      /**
       * Camelizes a string
       * @memberOf fabric.util.string
       * @param {String} string String to camelize
       * @return {String} Camelized version of a string
       */
      function camelize(string) {
        return string.replace(/-+(.)?/g, function(match, character) {
          return character ? character.toUpperCase() : '';
        });
      }

      /**
       * Capitalizes a string
       * @memberOf fabric.util.string
       * @param {String} string String to capitalize
       * @param {Boolean} [firstLetterOnly] If true only first letter is capitalized
       * and other letters stay untouched, if false first letter is capitalized
       * and other letters are converted to lowercase.
       * @return {String} Capitalized version of a string
       */
      function capitalize(string, firstLetterOnly) {
        return string.charAt(0).toUpperCase() +
          (firstLetterOnly ? string.slice(1) : string.slice(1).toLowerCase());
      }

      /**
       * Escapes XML in a string
       * @memberOf fabric.util.string
       * @param {String} string String to escape
       * @return {String} Escaped version of a string
       */
      function escapeXml(string) {
        return string.replace(/&/g, '&amp;')
          .replace(/"/g, '&quot;')
          .replace(/'/g, '&apos;')
          .replace(/</g, '&lt;')
          .replace(/>/g, '&gt;');
      }

      /**
       * Divide a string in the user perceived single units
       * @memberOf fabric.util.string
       * @param {String} textstring String to escape
       * @return {Array} array containing the graphemes
       */
      function graphemeSplit(textstring) {
        var i = 0, chr, graphemes = [];
        for (i = 0, chr; i < textstring.length; i++) {
          if ((chr = getWholeChar(textstring, i)) === false) {
            continue;
          }
          graphemes.push(chr);
        }
        return graphemes;
      }

      // taken from mdn in the charAt doc page.
      function getWholeChar(str, i) {
        var code = str.charCodeAt(i);

        Iif (isNaN(code)) {
          return ''; // Position not found
        }
        if (code < 0xD800 || code > 0xDFFF) {
          return str.charAt(i);
        }

        // High surrogate (could change last hex to 0xDB7F to treat high private
        // surrogates as single characters)
        if (0xD800 <= code && code <= 0xDBFF) {
          Iif (str.length <= (i + 1)) {
            throw 'High surrogate without following low surrogate';
          }
          var next = str.charCodeAt(i + 1);
          Iif (0xDC00 > next || next > 0xDFFF) {
            throw 'High surrogate without following low surrogate';
          }
          return str.charAt(i) + str.charAt(i + 1);
        }
        // Low surrogate (0xDC00 <= code && code <= 0xDFFF)
        Iif (i === 0) {
          throw 'Low surrogate without preceding high surrogate';
        }
        var prev = str.charCodeAt(i - 1);

        // (could change last hex to 0xDB7F to treat high private
        // surrogates as single characters)
        Iif (0xD800 > prev || prev > 0xDBFF) {
          throw 'Low surrogate without preceding high surrogate';
        }
        // We can pass over low surrogates now as the second component
        // in a pair which we have already processed
        return false;
      }

      /**
       * String utilities
       * @namespace fabric.util.string
       */
      fabric.util.string = {
        camelize: camelize,
        capitalize: capitalize,
        escapeXml: escapeXml,
        graphemeSplit: graphemeSplit
      };
    })();

    (function() {

      var slice = Array.prototype.slice, emptyFunction = function() { },

          IS_DONTENUM_BUGGY = (function() {
            for (var p in { toString: 1 }) {
              Eif (p === 'toString') {
                return false;
              }
            }
            return true;
          })(),

          /** @ignore */
          addMethods = function(klass, source, parent) {
            for (var property in source) {

              if (property in klass.prototype &&
                  typeof klass.prototype[property] === 'function' &&
                  (source[property] + '').indexOf('callSuper') > -1) {

                klass.prototype[property] = (function(property) {
                  return function() {

                    var superclass = this.constructor.superclass;
                    this.constructor.superclass = parent;
                    var returnValue = source[property].apply(this, arguments);
                    this.constructor.superclass = superclass;

                    if (property !== 'initialize') {
                      return returnValue;
                    }
                  };
                })(property);
              }
              else {
                klass.prototype[property] = source[property];
              }

              Iif (IS_DONTENUM_BUGGY) {
                if (source.toString !== Object.prototype.toString) {
                  klass.prototype.toString = source.toString;
                }
                if (source.valueOf !== Object.prototype.valueOf) {
                  klass.prototype.valueOf = source.valueOf;
                }
              }
            }
          };

      function Subclass() { }

      function callSuper(methodName) {
        var parentMethod = null,
            _this = this;

        // climb prototype chain to find method not equal to callee's method
        while (_this.constructor.superclass) {
          var superClassMethod = _this.constructor.superclass.prototype[methodName];
          Eif (_this[methodName] !== superClassMethod) {
            parentMethod = superClassMethod;
            break;
          }
          // eslint-disable-next-line
          _this = _this.constructor.superclass.prototype;
        }

        Iif (!parentMethod) {
          return console.log('tried to callSuper ' + methodName + ', method not found in prototype chain', this);
        }

        return (arguments.length > 1)
          ? parentMethod.apply(this, slice.call(arguments, 1))
          : parentMethod.call(this);
      }

      /**
       * Helper for creation of "classes".
       * @memberOf fabric.util
       * @param {Function} [parent] optional "Class" to inherit from
       * @param {Object} [properties] Properties shared by all instances of this class
       *                  (be careful modifying objects defined here as this would affect all instances)
       */
      function createClass() {
        var parent = null,
            properties = slice.call(arguments, 0);

        if (typeof properties[0] === 'function') {
          parent = properties.shift();
        }
        function klass() {
          this.initialize.apply(this, arguments);
        }

        klass.superclass = parent;
        klass.subclasses = [];

        if (parent) {
          Subclass.prototype = parent.prototype;
          klass.prototype = new Subclass();
          parent.subclasses.push(klass);
        }
        for (var i = 0, length = properties.length; i < length; i++) {
          addMethods(klass, properties[i], parent);
        }
        if (!klass.prototype.initialize) {
          klass.prototype.initialize = emptyFunction;
        }
        klass.prototype.constructor = klass;
        klass.prototype.callSuper = callSuper;
        return klass;
      }

      fabric.util.createClass = createClass;
    })();

    (function () {

      var unknown = 'unknown';

      /* EVENT HANDLING */

      function areHostMethods(object) {
        var methodNames = Array.prototype.slice.call(arguments, 1),
            t, i, len = methodNames.length;
        for (i = 0; i < len; i++) {
          t = typeof object[methodNames[i]];
          if (!(/^(?:function|object|unknown)$/).test(t)) {
            return false;
          }
        }
        return true;
      }

      /** @ignore */
      var getElement,
          setElement,
          getUniqueId = (function () {
            var uid = 0;
            return function (element) {
              return element.__uniqueID || (element.__uniqueID = 'uniqueID__' + uid++);
            };
          })();

      (function () {
        var elements = { };
        /** @ignore */
        getElement = function (uid) {
          return elements[uid];
        };
        /** @ignore */
        setElement = function (uid, element) {
          elements[uid] = element;
        };
      })();

      function createListener(uid, handler) {
        return {
          handler: handler,
          wrappedHandler: createWrappedHandler(uid, handler)
        };
      }

      function createWrappedHandler(uid, handler) {
        return function (e) {
          handler.call(getElement(uid), e || fabric.window.event);
        };
      }

      function createDispatcher(uid, eventName) {
        return function (e) {
          if (handlers[uid] && handlers[uid][eventName]) {
            var handlersForEvent = handlers[uid][eventName];
            for (var i = 0, len = handlersForEvent.length; i < len; i++) {
              handlersForEvent[i].call(this, e || fabric.window.event);
            }
          }
        };
      }

      var shouldUseAddListenerRemoveListener = (
            areHostMethods(fabric.document.documentElement, 'addEventListener', 'removeEventListener') &&
            areHostMethods(fabric.window, 'addEventListener', 'removeEventListener')),

          shouldUseAttachEventDetachEvent = (
            areHostMethods(fabric.document.documentElement, 'attachEvent', 'detachEvent') &&
            areHostMethods(fabric.window, 'attachEvent', 'detachEvent')),

          // IE branch
          listeners = { },

          // DOM L0 branch
          handlers = { },

          addListener, removeListener;

      Eif (shouldUseAddListenerRemoveListener) {
        /** @ignore */
        addListener = function (element, eventName, handler, options) {
          // since ie10 or ie9 can use addEventListener but they do not support options, i need to check
          element && element.addEventListener(eventName, handler, shouldUseAttachEventDetachEvent ? false : options);
        };
        /** @ignore */
        removeListener = function (element, eventName, handler, options) {
          element && element.removeEventListener(eventName, handler, shouldUseAttachEventDetachEvent ? false : options);
        };
      }

      else if (shouldUseAttachEventDetachEvent) {
        /** @ignore */
        addListener = function (element, eventName, handler) {
          if (!element) {
            return;
          }
          var uid = getUniqueId(element);
          setElement(uid, element);
          if (!listeners[uid]) {
            listeners[uid] = { };
          }
          if (!listeners[uid][eventName]) {
            listeners[uid][eventName] = [];

          }
          var listener = createListener(uid, handler);
          listeners[uid][eventName].push(listener);
          element.attachEvent('on' + eventName, listener.wrappedHandler);
        };
        /** @ignore */
        removeListener = function (element, eventName, handler) {
          if (!element) {
            return;
          }
          var uid = getUniqueId(element), listener;
          if (listeners[uid] && listeners[uid][eventName]) {
            for (var i = 0, len = listeners[uid][eventName].length; i < len; i++) {
              listener = listeners[uid][eventName][i];
              if (listener && listener.handler === handler) {
                element.detachEvent('on' + eventName, listener.wrappedHandler);
                listeners[uid][eventName][i] = null;
              }
            }
          }
        };
      }
      else {
        /** @ignore */
        addListener = function (element, eventName, handler) {
          if (!element) {
            return;
          }
          var uid = getUniqueId(element);
          if (!handlers[uid]) {
            handlers[uid] = { };
          }
          if (!handlers[uid][eventName]) {
            handlers[uid][eventName] = [];
            var existingHandler = element['on' + eventName];
            if (existingHandler) {
              handlers[uid][eventName].push(existingHandler);
            }
            element['on' + eventName] = createDispatcher(uid, eventName);
          }
          handlers[uid][eventName].push(handler);
        };
        /** @ignore */
        removeListener = function (element, eventName, handler) {
          if (!element) {
            return;
          }
          var uid = getUniqueId(element);
          if (handlers[uid] && handlers[uid][eventName]) {
            var handlersForEvent = handlers[uid][eventName];
            for (var i = 0, len = handlersForEvent.length; i < len; i++) {
              if (handlersForEvent[i] === handler) {
                handlersForEvent.splice(i, 1);
              }
            }
          }
        };
      }

      /**
       * Adds an event listener to an element
       * @function
       * @memberOf fabric.util
       * @param {HTMLElement} element
       * @param {String} eventName
       * @param {Function} handler
       */
      fabric.util.addListener = addListener;

      /**
       * Removes an event listener from an element
       * @function
       * @memberOf fabric.util
       * @param {HTMLElement} element
       * @param {String} eventName
       * @param {Function} handler
       */
      fabric.util.removeListener = removeListener;

      /**
       * Cross-browser wrapper for getting event's coordinates
       * @memberOf fabric.util
       * @param {Event} event Event object
       */
      function getPointer(event) {
        event || (event = fabric.window.event);

        var element = event.target ||
                      (typeof event.srcElement !== unknown ? event.srcElement : null),

            scroll = fabric.util.getScrollLeftTop(element);

        return {
          x: pointerX(event) + scroll.left,
          y: pointerY(event) + scroll.top
        };
      }

      var pointerX = function(event) {
            return event.clientX;
          },

          pointerY = function(event) {
            return event.clientY;
          };

      function _getPointer(event, pageProp, clientProp) {
        var touchProp = event.type === 'touchend' ? 'changedTouches' : 'touches';

        return (event[touchProp] && event[touchProp][0]
          ? (event[touchProp][0][pageProp] - (event[touchProp][0][pageProp] - event[touchProp][0][clientProp]))
            || event[clientProp]
          : event[clientProp]);
      }

      Iif (fabric.isTouchSupported) {
        pointerX = function(event) {
          return _getPointer(event, 'pageX', 'clientX');
        };
        pointerY = function(event) {
          return _getPointer(event, 'pageY', 'clientY');
        };
      }

      fabric.util.getPointer = getPointer;

    })();

    (function () {

      /**
       * Cross-browser wrapper for setting element's style
       * @memberOf fabric.util
       * @param {HTMLElement} element
       * @param {Object} styles
       * @return {HTMLElement} Element that was passed as a first argument
       */
      function setStyle(element, styles) {
        var elementStyle = element.style;
        Iif (!elementStyle) {
          return element;
        }
        Iif (typeof styles === 'string') {
          element.style.cssText += ';' + styles;
          return styles.indexOf('opacity') > -1
            ? setOpacity(element, styles.match(/opacity:\s*(\d?\.?\d*)/)[1])
            : element;
        }
        for (var property in styles) {
          Iif (property === 'opacity') {
            setOpacity(element, styles[property]);
          }
          else {
            var normalizedProperty = (property === 'float' || property === 'cssFloat')
              ? (typeof elementStyle.styleFloat === 'undefined' ? 'cssFloat' : 'styleFloat')
              : property;
            elementStyle[normalizedProperty] = styles[property];
          }
        }
        return element;
      }

      var parseEl = fabric.document.createElement('div'),
          supportsOpacity = typeof parseEl.style.opacity === 'string',
          supportsFilters = typeof parseEl.style.filter === 'string',
          reOpacity = /alpha\s*\(\s*opacity\s*=\s*([^\)]+)\)/,

          /** @ignore */
          setOpacity = function (element) { return element; };

      Eif (supportsOpacity) {
        /** @ignore */
        setOpacity = function(element, value) {
          element.style.opacity = value;
          return element;
        };
      }
      else if (supportsFilters) {
        /** @ignore */
        setOpacity = function(element, value) {
          var es = element.style;
          if (element.currentStyle && !element.currentStyle.hasLayout) {
            es.zoom = 1;
          }
          if (reOpacity.test(es.filter)) {
            value = value >= 0.9999 ? '' : ('alpha(opacity=' + (value * 100) + ')');
            es.filter = es.filter.replace(reOpacity, value);
          }
          else {
            es.filter += ' alpha(opacity=' + (value * 100) + ')';
          }
          return element;
        };
      }

      fabric.util.setStyle = setStyle;

    })();

    (function() {

      var _slice = Array.prototype.slice;

      /**
       * Takes id and returns an element with that id (if one exists in a document)
       * @memberOf fabric.util
       * @param {String|HTMLElement} id
       * @return {HTMLElement|null}
       */
      function getById(id) {
        return typeof id === 'string' ? fabric.document.getElementById(id) : id;
      }

      var sliceCanConvertNodelists,
          /**
           * Converts an array-like object (e.g. arguments or NodeList) to an array
           * @memberOf fabric.util
           * @param {Object} arrayLike
           * @return {Array}
           */
          toArray = function(arrayLike) {
            return _slice.call(arrayLike, 0);
          };

      try {
        sliceCanConvertNodelists = toArray(fabric.document.childNodes) instanceof Array;
      }
      catch (err) { }

      Iif (!sliceCanConvertNodelists) {
        toArray = function(arrayLike) {
          var arr = new Array(arrayLike.length), i = arrayLike.length;
          while (i--) {
            arr[i] = arrayLike[i];
          }
          return arr;
        };
      }

      /**
       * Creates specified element with specified attributes
       * @memberOf fabric.util
       * @param {String} tagName Type of an element to create
       * @param {Object} [attributes] Attributes to set on an element
       * @return {HTMLElement} Newly created element
       */
      function makeElement(tagName, attributes) {
        var el = fabric.document.createElement(tagName);
        for (var prop in attributes) {
          if (prop === 'class') {
            el.className = attributes[prop];
          }
          else if (prop === 'for') {
            el.htmlFor = attributes[prop];
          }
          else {
            el.setAttribute(prop, attributes[prop]);
          }
        }
        return el;
      }

      /**
       * Adds class to an element
       * @memberOf fabric.util
       * @param {HTMLElement} element Element to add class to
       * @param {String} className Class to add to an element
       */
      function addClass(element, className) {
        if (element && (' ' + element.className + ' ').indexOf(' ' + className + ' ') === -1) {
          element.className += (element.className ? ' ' : '') + className;
        }
      }

      /**
       * Wraps element with another element
       * @memberOf fabric.util
       * @param {HTMLElement} element Element to wrap
       * @param {HTMLElement|String} wrapper Element to wrap with
       * @param {Object} [attributes] Attributes to set on a wrapper
       * @return {HTMLElement} wrapper
       */
      function wrapElement(element, wrapper, attributes) {
        Eif (typeof wrapper === 'string') {
          wrapper = makeElement(wrapper, attributes);
        }
        if (element.parentNode) {
          element.parentNode.replaceChild(wrapper, element);
        }
        wrapper.appendChild(element);
        return wrapper;
      }

      /**
       * Returns element scroll offsets
       * @memberOf fabric.util
       * @param {HTMLElement} element Element to operate on
       * @return {Object} Object with left/top values
       */
      function getScrollLeftTop(element) {

        var left = 0,
            top = 0,
            docElement = fabric.document.documentElement,
            body = fabric.document.body || {
              scrollLeft: 0, scrollTop: 0
            };

        // While loop checks (and then sets element to) .parentNode OR .host
        //  to account for ShadowDOM. We still want to traverse up out of ShadowDOM,
        //  but the .parentNode of a root ShadowDOM node will always be null, instead
        //  it should be accessed through .host. See http://stackoverflow.com/a/24765528/4383938
        while (element && (element.parentNode || element.host)) {

          // Set element to element parent, or 'host' in case of ShadowDOM
          element = element.parentNode || element.host;

          Iif (element === fabric.document) {
            left = body.scrollLeft || docElement.scrollLeft || 0;
            top = body.scrollTop ||  docElement.scrollTop || 0;
          }
          else {
            left += element.scrollLeft || 0;
            top += element.scrollTop || 0;
          }

          Iif (element.nodeType === 1 && element.style.position === 'fixed') {
            break;
          }
        }

        return { left: left, top: top };
      }

      /**
       * Returns offset for a given element
       * @function
       * @memberOf fabric.util
       * @param {HTMLElement} element Element to get offset for
       * @return {Object} Object with "left" and "top" properties
       */
      function getElementOffset(element) {
        var docElem,
            doc = element && element.ownerDocument,
            box = { left: 0, top: 0 },
            offset = { left: 0, top: 0 },
            scrollLeftTop,
            offsetAttributes = {
              borderLeftWidth: 'left',
              borderTopWidth:  'top',
              paddingLeft:     'left',
              paddingTop:      'top'
            };

        Iif (!doc) {
          return offset;
        }

        for (var attr in offsetAttributes) {
          offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;
        }

        docElem = doc.documentElement;
        Eif ( typeof element.getBoundingClientRect !== 'undefined' ) {
          box = element.getBoundingClientRect();
        }

        scrollLeftTop = getScrollLeftTop(element);

        return {
          left: box.left + scrollLeftTop.left - (docElem.clientLeft || 0) + offset.left,
          top: box.top + scrollLeftTop.top - (docElem.clientTop || 0)  + offset.top
        };
      }

      /**
       * Returns style attribute value of a given element
       * @memberOf fabric.util
       * @param {HTMLElement} element Element to get style attribute for
       * @param {String} attr Style attribute to get for element
       * @return {String} Style attribute value of the given element.
       */
      var getElementStyle;
      Eif (fabric.document.defaultView && fabric.document.defaultView.getComputedStyle) {
        getElementStyle = function(element, attr) {
          var style = fabric.document.defaultView.getComputedStyle(element, null);
          return style ? style[attr] : undefined;
        };
      }
      else {
        getElementStyle = function(element, attr) {
          var value = element.style[attr];
          if (!value && element.currentStyle) {
            value = element.currentStyle[attr];
          }
          return value;
        };
      }

      (function () {
        var style = fabric.document.documentElement.style,
            selectProp = 'userSelect' in style
              ? 'userSelect'
              : 'MozUserSelect' in style
                ? 'MozUserSelect'
                : 'WebkitUserSelect' in style
                  ? 'WebkitUserSelect'
                  : 'KhtmlUserSelect' in style
                    ? 'KhtmlUserSelect'
                    : '';

        /**
         * Makes element unselectable
         * @memberOf fabric.util
         * @param {HTMLElement} element Element to make unselectable
         * @return {HTMLElement} Element that was passed in
         */
        function makeElementUnselectable(element) {
          Iif (typeof element.onselectstart !== 'undefined') {
            element.onselectstart = fabric.util.falseFunction;
          }
          Iif (selectProp) {
            element.style[selectProp] = 'none';
          }
          else Iif (typeof element.unselectable === 'string') {
            element.unselectable = 'on';
          }
          return element;
        }

        /**
         * Makes element selectable
         * @memberOf fabric.util
         * @param {HTMLElement} element Element to make selectable
         * @return {HTMLElement} Element that was passed in
         */
        function makeElementSelectable(element) {
          Iif (typeof element.onselectstart !== 'undefined') {
            element.onselectstart = null;
          }
          Iif (selectProp) {
            element.style[selectProp] = '';
          }
          else Iif (typeof element.unselectable === 'string') {
            element.unselectable = '';
          }
          return element;
        }

        fabric.util.makeElementUnselectable = makeElementUnselectable;
        fabric.util.makeElementSelectable = makeElementSelectable;
      })();

      (function() {

        /**
         * Inserts a script element with a given url into a document; invokes callback, when that script is finished loading
         * @memberOf fabric.util
         * @param {String} url URL of a script to load
         * @param {Function} callback Callback to execute when script is finished loading
         */
        function getScript(url, callback) {
          var headEl = fabric.document.getElementsByTagName('head')[0],
              scriptEl = fabric.document.createElement('script'),
              loading = true;

          /** @ignore */
          scriptEl.onload = /** @ignore */ scriptEl.onreadystatechange = function(e) {
            if (loading) {
              if (typeof this.readyState === 'string' &&
                  this.readyState !== 'loaded' &&
                  this.readyState !== 'complete') {
                return;
              }
              loading = false;
              callback(e || fabric.window.event);
              scriptEl = scriptEl.onload = scriptEl.onreadystatechange = null;
            }
          };
          scriptEl.src = url;
          headEl.appendChild(scriptEl);
          // causes issue in Opera
          // headEl.removeChild(scriptEl);
        }

        fabric.util.getScript = getScript;
      })();

      function getNodeCanvas(element) {
        var impl = fabric.jsdomImplForWrapper(element);
        return impl._canvas || impl._image;
      };

      fabric.util.getById = getById;
      fabric.util.toArray = toArray;
      fabric.util.makeElement = makeElement;
      fabric.util.addClass = addClass;
      fabric.util.wrapElement = wrapElement;
      fabric.util.getScrollLeftTop = getScrollLeftTop;
      fabric.util.getElementOffset = getElementOffset;
      fabric.util.getElementStyle = getElementStyle;
      fabric.util.getNodeCanvas = getNodeCanvas;

    })();

    (function() {

      function addParamToUrl(url, param) {
        return url + (/\?/.test(url) ? '&' : '?') + param;
      }

      var makeXHR = (function() {
        var factories = [
          function() { return new ActiveXObject('Microsoft.XMLHTTP'); },
          function() { return new ActiveXObject('Msxml2.XMLHTTP'); },
          function() { return new ActiveXObject('Msxml2.XMLHTTP.3.0'); },
          function() { return new XMLHttpRequest(); }
        ];
        for (var i = factories.length; i--; ) {
          try {
            var req = factories[i]();
            if (req) {
              return factories[i];
            }
          }
          catch (err) { }
        }
      })();

      function emptyFn() { }

      /**
       * Cross-browser abstraction for sending XMLHttpRequest
       * @memberOf fabric.util
       * @param {String} url URL to send XMLHttpRequest to
       * @param {Object} [options] Options object
       * @param {String} [options.method="GET"]
       * @param {String} [options.parameters] parameters to append to url in GET or in body
       * @param {String} [options.body] body to send with POST or PUT request
       * @param {Function} options.onComplete Callback to invoke when request is completed
       * @return {XMLHttpRequest} request
       */
      function request(url, options) {

        options || (options = { });

        var method = options.method ? options.method.toUpperCase() : 'GET',
            onComplete = options.onComplete || function() { },
            xhr = makeXHR(),
            body = options.body || options.parameters;

        /** @ignore */
        xhr.onreadystatechange = function() {
          if (xhr.readyState === 4) {
            onComplete(xhr);
            xhr.onreadystatechange = emptyFn;
          }
        };

        if (method === 'GET') {
          body = null;
          if (typeof options.parameters === 'string') {
            url = addParamToUrl(url, options.parameters);
          }
        }

        xhr.open(method, url, true);

        if (method === 'POST' || method === 'PUT') {
          xhr.setRequestHeader('Content-Type', 'application/x-www-form-urlencoded');
        }

        xhr.send(body);
        return xhr;
      }

      fabric.util.request = request;
    })();

    /**
     * Wrapper around `console.log` (when available)
     * @param {*} [values] Values to log
     */
    fabric.log = function() { };

    /**
     * Wrapper around `console.warn` (when available)
     * @param {*} [values] Values to log as a warning
     */
    fabric.warn = function() { };

    /* eslint-disable */
    Eif (typeof console !== 'undefined') {

      ['log', 'warn'].forEach(function(methodName) {

        Eif (typeof console[methodName] !== 'undefined' &&
            typeof console[methodName].apply === 'function') {

          fabric[methodName] = function() {
            return console[methodName].apply(console, arguments);
          };
        }
      });
    }
    /* eslint-enable */

    (function() {

      function noop() {
        return false;
      }

      /**
       * Changes value from one to another within certain period of time, invoking callbacks as value is being changed.
       * @memberOf fabric.util
       * @param {Object} [options] Animation options
       * @param {Function} [options.onChange] Callback; invoked on every value change
       * @param {Function} [options.onComplete] Callback; invoked when value change is completed
       * @param {Number} [options.startValue=0] Starting value
       * @param {Number} [options.endValue=100] Ending value
       * @param {Number} [options.byValue=100] Value to modify the property by
       * @param {Function} [options.easing] Easing function
       * @param {Number} [options.duration=500] Duration of change (in ms)
       */
      function animate(options) {

        requestAnimFrame(function(timestamp) {
          options || (options = { });

          var start = timestamp || +new Date(),
              duration = options.duration || 500,
              finish = start + duration, time,
              onChange = options.onChange || noop,
              abort = options.abort || noop,
              onComplete = options.onComplete || noop,
              easing = options.easing || function(t, b, c, d) {return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;},
              startValue = 'startValue' in options ? options.startValue : 0,
              endValue = 'endValue' in options ? options.endValue : 100,
              byValue = options.byValue || endValue - startValue;

          options.onStart && options.onStart();

          (function tick(ticktime) {
            if (abort()) {
              onComplete(endValue, 1, 1);
              return;
            }
            time = ticktime || +new Date();
            var currentTime = time > finish ? duration : (time - start),
                timePerc = currentTime / duration,
                current = easing(currentTime, startValue, byValue, duration),
                valuePerc = Math.abs((current - startValue) / byValue);
            onChange(current, valuePerc, timePerc);
            if (time > finish) {
              options.onComplete && options.onComplete();
              return;
            }
            requestAnimFrame(tick);
          })(start);
        });

      }

      var _requestAnimFrame = fabric.window.requestAnimationFrame       ||
                              fabric.window.webkitRequestAnimationFrame ||
                              fabric.window.mozRequestAnimationFrame    ||
                              fabric.window.oRequestAnimationFrame      ||
                              fabric.window.msRequestAnimationFrame     ||
                              function(callback) {
                                return fabric.window.setTimeout(callback, 1000 / 60);
                              };

      var _cancelAnimFrame = fabric.window.cancelAnimationFrame || fabric.window.clearTimeout;

      /**
       * requestAnimationFrame polyfill based on http://paulirish.com/2011/requestanimationframe-for-smart-animating/
       * In order to get a precise start time, `requestAnimFrame` should be called as an entry into the method
       * @memberOf fabric.util
       * @param {Function} callback Callback to invoke
       * @param {DOMElement} element optional Element to associate with animation
       */
      function requestAnimFrame() {
        return _requestAnimFrame.apply(fabric.window, arguments);
      }

      function cancelAnimFrame() {
        return _cancelAnimFrame.apply(fabric.window, arguments);
      }

      fabric.util.animate = animate;
      fabric.util.requestAnimFrame = requestAnimFrame;
      fabric.util.cancelAnimFrame = cancelAnimFrame;
    })();

    (function() {
      // Calculate an in-between color. Returns a "rgba()" string.
      // Credit: Edwin Martin <edwin@bitstorm.org>
      //         http://www.bitstorm.org/jquery/color-animation/jquery.animate-colors.js
      function calculateColor(begin, end, pos) {
        var color = 'rgba('
            + parseInt((begin[0] + pos * (end[0] - begin[0])), 10) + ','
            + parseInt((begin[1] + pos * (end[1] - begin[1])), 10) + ','
            + parseInt((begin[2] + pos * (end[2] - begin[2])), 10);

        color += ',' + (begin && end ? parseFloat(begin[3] + pos * (end[3] - begin[3])) : 1);
        color += ')';
        return color;
      }

      /**
       * Changes the color from one to another within certain period of time, invoking callbacks as value is being changed.
       * @memberOf fabric.util
       * @param {String} fromColor The starting color in hex or rgb(a) format.
       * @param {String} toColor The starting color in hex or rgb(a) format.
       * @param {Number} [duration] Duration of change (in ms).
       * @param {Object} [options] Animation options
       * @param {Function} [options.onChange] Callback; invoked on every value change
       * @param {Function} [options.onComplete] Callback; invoked when value change is completed
       * @param {Function} [options.colorEasing] Easing function. Note that this function only take two arguments (currentTime, duration). Thus the regular animation easing functions cannot be used.
       */
      function animateColor(fromColor, toColor, duration, options) {
        var startColor = new fabric.Color(fromColor).getSource(),
            endColor = new fabric.Color(toColor).getSource();

        options = options || {};

        fabric.util.animate(fabric.util.object.extend(options, {
          duration: duration || 500,
          startValue: startColor,
          endValue: endColor,
          byValue: endColor,
          easing: function (currentTime, startValue, byValue, duration) {
            var posValue = options.colorEasing
              ? options.colorEasing(currentTime, duration)
              : 1 - Math.cos(currentTime / duration * (Math.PI / 2));
            return calculateColor(startValue, byValue, posValue);
          }
        }));
      }

      fabric.util.animateColor = animateColor;

    })();

    (function() {

      function normalize(a, c, p, s) {
        Iif (a < Math.abs(c)) {
          a = c;
          s = p / 4;
        }
        else {
          //handle the 0/0 case:
          Iif (c === 0 && a === 0) {
            s = p / (2 * Math.PI) * Math.asin(1);
          }
          else {
            s = p / (2 * Math.PI) * Math.asin(c / a);
          }
        }
        return { a: a, c: c, p: p, s: s };
      }

      function elastic(opts, t, d) {
        return opts.a *
          Math.pow(2, 10 * (t -= 1)) *
          Math.sin( (t * d - opts.s) * (2 * Math.PI) / opts.p );
      }

      /**
       * Cubic easing out
       * @memberOf fabric.util.ease
       */
      function easeOutCubic(t, b, c, d) {
        return c * ((t = t / d - 1) * t * t + 1) + b;
      }

      /**
       * Cubic easing in and out
       * @memberOf fabric.util.ease
       */
      function easeInOutCubic(t, b, c, d) {
        t /= d / 2;
        if (t < 1) {
          return c / 2 * t * t * t + b;
        }
        return c / 2 * ((t -= 2) * t * t + 2) + b;
      }

      /**
       * Quartic easing in
       * @memberOf fabric.util.ease
       */
      function easeInQuart(t, b, c, d) {
        return c * (t /= d) * t * t * t + b;
      }

      /**
       * Quartic easing out
       * @memberOf fabric.util.ease
       */
      function easeOutQuart(t, b, c, d) {
        return -c * ((t = t / d - 1) * t * t * t - 1) + b;
      }

      /**
       * Quartic easing in and out
       * @memberOf fabric.util.ease
       */
      function easeInOutQuart(t, b, c, d) {
        t /= d / 2;
        if (t < 1) {
          return c / 2 * t * t * t * t + b;
        }
        return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
      }

      /**
       * Quintic easing in
       * @memberOf fabric.util.ease
       */
      function easeInQuint(t, b, c, d) {
        return c * (t /= d) * t * t * t * t + b;
      }

      /**
       * Quintic easing out
       * @memberOf fabric.util.ease
       */
      function easeOutQuint(t, b, c, d) {
        return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
      }

      /**
       * Quintic easing in and out
       * @memberOf fabric.util.ease
       */
      function easeInOutQuint(t, b, c, d) {
        t /= d / 2;
        if (t < 1) {
          return c / 2 * t * t * t * t * t + b;
        }
        return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
      }

      /**
       * Sinusoidal easing in
       * @memberOf fabric.util.ease
       */
      function easeInSine(t, b, c, d) {
        return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;
      }

      /**
       * Sinusoidal easing out
       * @memberOf fabric.util.ease
       */
      function easeOutSine(t, b, c, d) {
        return c * Math.sin(t / d * (Math.PI / 2)) + b;
      }

      /**
       * Sinusoidal easing in and out
       * @memberOf fabric.util.ease
       */
      function easeInOutSine(t, b, c, d) {
        return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;
      }

      /**
       * Exponential easing in
       * @memberOf fabric.util.ease
       */
      function easeInExpo(t, b, c, d) {
        return (t === 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;
      }

      /**
       * Exponential easing out
       * @memberOf fabric.util.ease
       */
      function easeOutExpo(t, b, c, d) {
        return (t === d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;
      }

      /**
       * Exponential easing in and out
       * @memberOf fabric.util.ease
       */
      function easeInOutExpo(t, b, c, d) {
        if (t === 0) {
          return b;
        }
        if (t === d) {
          return b + c;
        }
        t /= d / 2;
        if (t < 1) {
          return c / 2 * Math.pow(2, 10 * (t - 1)) + b;
        }
        return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;
      }

      /**
       * Circular easing in
       * @memberOf fabric.util.ease
       */
      function easeInCirc(t, b, c, d) {
        return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;
      }

      /**
       * Circular easing out
       * @memberOf fabric.util.ease
       */
      function easeOutCirc(t, b, c, d) {
        return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;
      }

      /**
       * Circular easing in and out
       * @memberOf fabric.util.ease
       */
      function easeInOutCirc(t, b, c, d) {
        t /= d / 2;
        if (t < 1) {
          return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;
        }
        return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;
      }

      /**
       * Elastic easing in
       * @memberOf fabric.util.ease
       */
      function easeInElastic(t, b, c, d) {
        var s = 1.70158, p = 0, a = c;
        if (t === 0) {
          return b;
        }
        t /= d;
        if (t === 1) {
          return b + c;
        }
        Eif (!p) {
          p = d * 0.3;
        }
        var opts = normalize(a, c, p, s);
        return -elastic(opts, t, d) + b;
      }

      /**
       * Elastic easing out
       * @memberOf fabric.util.ease
       */
      function easeOutElastic(t, b, c, d) {
        var s = 1.70158, p = 0, a = c;
        if (t === 0) {
          return b;
        }
        t /= d;
        if (t === 1) {
          return b + c;
        }
        Eif (!p) {
          p = d * 0.3;
        }
        var opts = normalize(a, c, p, s);
        return opts.a * Math.pow(2, -10 * t) * Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) + opts.c + b;
      }

      /**
       * Elastic easing in and out
       * @memberOf fabric.util.ease
       */
      function easeInOutElastic(t, b, c, d) {
        var s = 1.70158, p = 0, a = c;
        if (t === 0) {
          return b;
        }
        t /= d / 2;
        if (t === 2) {
          return b + c;
        }
        Eif (!p) {
          p = d * (0.3 * 1.5);
        }
        var opts = normalize(a, c, p, s);
        if (t < 1) {
          return -0.5 * elastic(opts, t, d) + b;
        }
        return opts.a * Math.pow(2, -10 * (t -= 1)) *
          Math.sin((t * d - opts.s) * (2 * Math.PI) / opts.p ) * 0.5 + opts.c + b;
      }

      /**
       * Backwards easing in
       * @memberOf fabric.util.ease
       */
      function easeInBack(t, b, c, d, s) {
        Eif (s === undefined) {
          s = 1.70158;
        }
        return c * (t /= d) * t * ((s + 1) * t - s) + b;
      }

      /**
       * Backwards easing out
       * @memberOf fabric.util.ease
       */
      function easeOutBack(t, b, c, d, s) {
        Eif (s === undefined) {
          s = 1.70158;
        }
        return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
      }

      /**
       * Backwards easing in and out
       * @memberOf fabric.util.ease
       */
      function easeInOutBack(t, b, c, d, s) {
        Eif (s === undefined) {
          s = 1.70158;
        }
        t /= d / 2;
        if (t < 1) {
          return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
        }
        return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
      }

      /**
       * Bouncing easing in
       * @memberOf fabric.util.ease
       */
      function easeInBounce(t, b, c, d) {
        return c - easeOutBounce (d - t, 0, c, d) + b;
      }

      /**
       * Bouncing easing out
       * @memberOf fabric.util.ease
       */
      function easeOutBounce(t, b, c, d) {
        if ((t /= d) < (1 / 2.75)) {
          return c * (7.5625 * t * t) + b;
        }
        else if (t < (2 / 2.75)) {
          return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b;
        }
        else if (t < (2.5 / 2.75)) {
          return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b;
        }
        else {
          return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b;
        }
      }

      /**
       * Bouncing easing in and out
       * @memberOf fabric.util.ease
       */
      function easeInOutBounce(t, b, c, d) {
        if (t < d / 2) {
          return easeInBounce (t * 2, 0, c, d) * 0.5 + b;
        }
        return easeOutBounce(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b;
      }

      /**
       * Easing functions
       * See <a href="http://gizma.com/easing/">Easing Equations by Robert Penner</a>
       * @namespace fabric.util.ease
       */
      fabric.util.ease = {

        /**
         * Quadratic easing in
         * @memberOf fabric.util.ease
         */
        easeInQuad: function(t, b, c, d) {
          return c * (t /= d) * t + b;
        },

        /**
         * Quadratic easing out
         * @memberOf fabric.util.ease
         */
        easeOutQuad: function(t, b, c, d) {
          return -c * (t /= d) * (t - 2) + b;
        },

        /**
         * Quadratic easing in and out
         * @memberOf fabric.util.ease
         */
        easeInOutQuad: function(t, b, c, d) {
          t /= (d / 2);
          if (t < 1) {
            return c / 2 * t * t + b;
          }
          return -c / 2 * ((--t) * (t - 2) - 1) + b;
        },

        /**
         * Cubic easing in
         * @memberOf fabric.util.ease
         */
        easeInCubic: function(t, b, c, d) {
          return c * (t /= d) * t * t + b;
        },

        easeOutCubic: easeOutCubic,
        easeInOutCubic: easeInOutCubic,
        easeInQuart: easeInQuart,
        easeOutQuart: easeOutQuart,
        easeInOutQuart: easeInOutQuart,
        easeInQuint: easeInQuint,
        easeOutQuint: easeOutQuint,
        easeInOutQuint: easeInOutQuint,
        easeInSine: easeInSine,
        easeOutSine: easeOutSine,
        easeInOutSine: easeInOutSine,
        easeInExpo: easeInExpo,
        easeOutExpo: easeOutExpo,
        easeInOutExpo: easeInOutExpo,
        easeInCirc: easeInCirc,
        easeOutCirc: easeOutCirc,
        easeInOutCirc: easeInOutCirc,
        easeInElastic: easeInElastic,
        easeOutElastic: easeOutElastic,
        easeInOutElastic: easeInOutElastic,
        easeInBack: easeInBack,
        easeOutBack: easeOutBack,
        easeInOutBack: easeInOutBack,
        easeInBounce: easeInBounce,
        easeOutBounce: easeOutBounce,
        easeInOutBounce: easeInOutBounce
      };

    })();

    (function(global) {

      'use strict';

      /**
       * @name fabric
       * @namespace
       */

      var fabric = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend,
          clone = fabric.util.object.clone,
          toFixed = fabric.util.toFixed,
          parseUnit = fabric.util.parseUnit,
          multiplyTransformMatrices = fabric.util.multiplyTransformMatrices,

          svgValidTagNames = ['path', 'circle', 'polygon', 'polyline', 'ellipse', 'rect', 'line',
            'image', 'text', 'linearGradient', 'radialGradient', 'stop'],
          svgViewBoxElements = ['symbol', 'image', 'marker', 'pattern', 'view', 'svg'],
          svgInvalidAncestors = ['pattern', 'defs', 'symbol', 'metadata', 'clipPath', 'mask', 'desc'],
          svgValidParents = ['symbol', 'g', 'a', 'svg'],

          attributesMap = {
            cx:                   'left',
            x:                    'left',
            r:                    'radius',
            cy:                   'top',
            y:                    'top',
            display:              'visible',
            visibility:           'visible',
            transform:            'transformMatrix',
            'fill-opacity':       'fillOpacity',
            'fill-rule':          'fillRule',
            'font-family':        'fontFamily',
            'font-size':          'fontSize',
            'font-style':         'fontStyle',
            'font-weight':        'fontWeight',
            'paint-order':        'paintFirst',
            'stroke-dasharray':   'strokeDashArray',
            'stroke-linecap':     'strokeLineCap',
            'stroke-linejoin':    'strokeLineJoin',
            'stroke-miterlimit':  'strokeMiterLimit',
            'stroke-opacity':     'strokeOpacity',
            'stroke-width':       'strokeWidth',
            'text-decoration':    'textDecoration',
            'text-anchor':        'textAnchor',
            opacity:              'opacity'
          },

          colorAttributes = {
            stroke: 'strokeOpacity',
            fill:   'fillOpacity'
          };

      fabric.svgValidTagNamesRegEx = getSvgRegex(svgValidTagNames);
      fabric.svgViewBoxElementsRegEx = getSvgRegex(svgViewBoxElements);
      fabric.svgInvalidAncestorsRegEx = getSvgRegex(svgInvalidAncestors);
      fabric.svgValidParentsRegEx = getSvgRegex(svgValidParents);

      fabric.cssRules = { };
      fabric.gradientDefs = { };

      function normalizeAttr(attr) {
        // transform attribute names
        if (attr in attributesMap) {
          return attributesMap[attr];
        }
        return attr;
      }

      function normalizeValue(attr, value, parentAttributes, fontSize) {
        var isArray = Object.prototype.toString.call(value) === '[object Array]',
            parsed;

        if ((attr === 'fill' || attr === 'stroke') && value === 'none') {
          value = '';
        }
        else if (attr === 'strokeDashArray') {
          Iif (value === 'none') {
            value = null;
          }
          else {
            value = value.replace(/,/g, ' ').split(/\s+/).map(function(n) {
              return parseFloat(n);
            });
          }
        }
        else if (attr === 'transformMatrix') {
          if (parentAttributes && parentAttributes.transformMatrix) {
            value = multiplyTransformMatrices(
              parentAttributes.transformMatrix, fabric.parseTransformAttribute(value));
          }
          else {
            value = fabric.parseTransformAttribute(value);
          }
        }
        else Iif (attr === 'visible') {
          value = value !== 'none' && value !== 'hidden';
          // display=none on parent element always takes precedence over child element
          if (parentAttributes && parentAttributes.visible === false) {
            value = false;
          }
        }
        else if (attr === 'opacity') {
          value = parseFloat(value);
          if (parentAttributes && typeof parentAttributes.opacity !== 'undefined') {
            value *= parentAttributes.opacity;
          }
        }
        else if (attr === 'textAnchor' /* text-anchor */) {
          value = value === 'start' ? 'left' : value === 'end' ? 'right' : 'center';
        }
        else if (attr === 'paintFirst') {
          var fillIndex = value.indexOf('fill');
          var strokeIndex = value.indexOf('stroke');
          var value = 'fill';
          Iif (fillIndex > -1 && strokeIndex > -1 && strokeIndex < fillIndex) {
            value = 'stroke';
          }
          else Eif (fillIndex === -1 && strokeIndex > -1) {
            value = 'stroke';
          }
        }
        else {
          parsed = isArray ? value.map(parseUnit) : parseUnit(value, fontSize);
        }

        return (!isArray && isNaN(parsed) ? value : parsed);
      }

      /**
        * @private
        */
      function getSvgRegex(arr) {
        return new RegExp('^(' + arr.join('|') + ')\\b', 'i');
      }

      /**
       * @private
       * @param {Object} attributes Array of attributes to parse
       */
      function _setStrokeFillOpacity(attributes) {
        for (var attr in colorAttributes) {

          if (typeof attributes[colorAttributes[attr]] === 'undefined' || attributes[attr] === '') {
            continue;
          }

          if (typeof attributes[attr] === 'undefined') {
            if (!fabric.Object.prototype[attr]) {
              continue;
            }
            attributes[attr] = fabric.Object.prototype[attr];
          }

          Iif (attributes[attr].indexOf('url(') === 0) {
            continue;
          }

          var color = new fabric.Color(attributes[attr]);
          attributes[attr] = color.setAlpha(toFixed(color.getAlpha() * attributes[colorAttributes[attr]], 2)).toRgba();
        }
        return attributes;
      }

      /**
       * @private
       */
      function _getMultipleNodes(doc, nodeNames) {
        var nodeName, nodeArray = [], nodeList, i, len;
        for (i = 0, len = nodeNames.length; i < len; i++) {
          nodeName = nodeNames[i];
          nodeList = doc.getElementsByTagName(nodeName);
          nodeArray = nodeArray.concat(Array.prototype.slice.call(nodeList));
        }
        return nodeArray;
      }

      /**
       * Parses "transform" attribute, returning an array of values
       * @static
       * @function
       * @memberOf fabric
       * @param {String} attributeValue String containing attribute value
       * @return {Array} Array of 6 elements representing transformation matrix
       */
      fabric.parseTransformAttribute = (function() {
        function rotateMatrix(matrix, args) {
          var cos = Math.cos(args[0]), sin = Math.sin(args[0]),
              x = 0, y = 0;
          Iif (args.length === 3) {
            x = args[1];
            y = args[2];
          }

          matrix[0] = cos;
          matrix[1] = sin;
          matrix[2] = -sin;
          matrix[3] = cos;
          matrix[4] = x - (cos * x - sin * y);
          matrix[5] = y - (sin * x + cos * y);
        }

        function scaleMatrix(matrix, args) {
          var multiplierX = args[0],
              multiplierY = (args.length === 2) ? args[1] : args[0];

          matrix[0] = multiplierX;
          matrix[3] = multiplierY;
        }

        function skewMatrix(matrix, args, pos) {
          matrix[pos] = Math.tan(fabric.util.degreesToRadians(args[0]));
        }

        function translateMatrix(matrix, args) {
          matrix[4] = args[0];
          if (args.length === 2) {
            matrix[5] = args[1];
          }
        }

        // identity matrix
        var iMatrix = [
              1, // a
              0, // b
              0, // c
              1, // d
              0, // e
              0  // f
            ],

            // == begin transform regexp
            number = fabric.reNum,

            commaWsp = '(?:\\s+,?\\s*|,\\s*)',

            skewX = '(?:(skewX)\\s*\\(\\s*(' + number + ')\\s*\\))',

            skewY = '(?:(skewY)\\s*\\(\\s*(' + number + ')\\s*\\))',

            rotate = '(?:(rotate)\\s*\\(\\s*(' + number + ')(?:' +
                        commaWsp + '(' + number + ')' +
                        commaWsp + '(' + number + '))?\\s*\\))',

            scale = '(?:(scale)\\s*\\(\\s*(' + number + ')(?:' +
                        commaWsp + '(' + number + '))?\\s*\\))',

            translate = '(?:(translate)\\s*\\(\\s*(' + number + ')(?:' +
                        commaWsp + '(' + number + '))?\\s*\\))',

            matrix = '(?:(matrix)\\s*\\(\\s*' +
                      '(' + number + ')' + commaWsp +
                      '(' + number + ')' + commaWsp +
                      '(' + number + ')' + commaWsp +
                      '(' + number + ')' + commaWsp +
                      '(' + number + ')' + commaWsp +
                      '(' + number + ')' +
                      '\\s*\\))',

            transform = '(?:' +
                        matrix + '|' +
                        translate + '|' +
                        scale + '|' +
                        rotate + '|' +
                        skewX + '|' +
                        skewY +
                        ')',

            transforms = '(?:' + transform + '(?:' + commaWsp + '*' + transform + ')*' + ')',

            transformList = '^\\s*(?:' + transforms + '?)\\s*$',

            // http://www.w3.org/TR/SVG/coords.html#TransformAttribute
            reTransformList = new RegExp(transformList),
            // == end transform regexp

            reTransform = new RegExp(transform, 'g');

        return function(attributeValue) {

          // start with identity matrix
          var matrix = iMatrix.concat(),
              matrices = [];

          // return if no argument was given or
          // an argument does not match transform attribute regexp
          Iif (!attributeValue || (attributeValue && !reTransformList.test(attributeValue))) {
            return matrix;
          }

          attributeValue.replace(reTransform, function(match) {

            var m = new RegExp(transform).exec(match).filter(function (match) {
                  // match !== '' && match != null
                  return (!!match);
                }),
                operation = m[1],
                args = m.slice(2).map(parseFloat);

            switch (operation) {
              case 'translate':
                translateMatrix(matrix, args);
                break;
              case 'rotate':
                args[0] = fabric.util.degreesToRadians(args[0]);
                rotateMatrix(matrix, args);
                break;
              case 'scale':
                scaleMatrix(matrix, args);
                break;
              case 'skewX':
                skewMatrix(matrix, args, 2);
                break;
              case 'skewY':
                skewMatrix(matrix, args, 1);
                break;
              case 'matrix':
                matrix = args;
                break;
            }

            // snapshot current matrix into matrices array
            matrices.push(matrix.concat());
            // reset
            matrix = iMatrix.concat();
          });

          var combinedMatrix = matrices[0];
          while (matrices.length > 1) {
            matrices.shift();
            combinedMatrix = fabric.util.multiplyTransformMatrices(combinedMatrix, matrices[0]);
          }
          return combinedMatrix;
        };
      })();

      /**
       * @private
       */
      function parseStyleString(style, oStyle) {
        var attr, value;
        style.replace(/;\s*$/, '').split(';').forEach(function (chunk) {
          var pair = chunk.split(':');

          attr = pair[0].trim().toLowerCase();
          value =  pair[1].trim();

          oStyle[attr] = value;
        });
      }

      /**
       * @private
       */
      function parseStyleObject(style, oStyle) {
        var attr, value;
        for (var prop in style) {
          if (typeof style[prop] === 'undefined') {
            continue;
          }

          attr = prop.toLowerCase();
          value = style[prop];

          oStyle[attr] = value;
        }
      }

      /**
       * @private
       */
      function getGlobalStylesForElement(element, svgUid) {
        var styles = { };
        for (var rule in fabric.cssRules[svgUid]) {
          if (elementMatchesRule(element, rule.split(' '))) {
            for (var property in fabric.cssRules[svgUid][rule]) {
              styles[property] = fabric.cssRules[svgUid][rule][property];
            }
          }
        }
        return styles;
      }

      /**
       * @private
       */
      function elementMatchesRule(element, selectors) {
        var firstMatching, parentMatching = true;
        //start from rightmost selector.
        firstMatching = selectorMatches(element, selectors.pop());
        if (firstMatching && selectors.length) {
          parentMatching = doesSomeParentMatch(element, selectors);
        }
        return firstMatching && parentMatching && (selectors.length === 0);
      }

      function doesSomeParentMatch(element, selectors) {
        var selector, parentMatching = true;
        while (element.parentNode && element.parentNode.nodeType === 1 && selectors.length) {
          if (parentMatching) {
            selector = selectors.pop();
          }
          element = element.parentNode;
          parentMatching = selectorMatches(element, selector);
        }
        return selectors.length === 0;
      }

      /**
       * @private
       */
      function selectorMatches(element, selector) {
        var nodeName = element.nodeName,
            classNames = element.getAttribute('class'),
            id = element.getAttribute('id'), matcher, i;
        // i check if a selector matches slicing away part from it.
        // if i get empty string i should match
        matcher = new RegExp('^' + nodeName, 'i');
        selector = selector.replace(matcher, '');
        Iif (id && selector.length) {
          matcher = new RegExp('#' + id + '(?![a-zA-Z\\-]+)', 'i');
          selector = selector.replace(matcher, '');
        }
        if (classNames && selector.length) {
          classNames = classNames.split(' ');
          for (i = classNames.length; i--;) {
            matcher = new RegExp('\\.' + classNames[i] + '(?![a-zA-Z\\-]+)', 'i');
            selector = selector.replace(matcher, '');
          }
        }
        return selector.length === 0;
      }

      /**
       * @private
       * to support IE8 missing getElementById on SVGdocument
       */
      function elementById(doc, id) {
        var el;
        doc.getElementById && (el = doc.getElementById(id));
        Iif (el) {
          return el;
        }
        var node, i, len, nodelist = doc.getElementsByTagName('*');
        for (i = 0, len = nodelist.length; i < len; i++) {
          node = nodelist[i];
          if (id === node.getAttribute('id')) {
            return node;
          }
        }
      }

      /**
       * @private
       */
      function parseUseDirectives(doc) {
        var nodelist = _getMultipleNodes(doc, ['use', 'svg:use']), i = 0;

        while (nodelist.length && i < nodelist.length) {
          var el = nodelist[i],
              xlink = el.getAttribute('xlink:href').substr(1),
              x = el.getAttribute('x') || 0,
              y = el.getAttribute('y') || 0,
              el2 = elementById(doc, xlink).cloneNode(true),
              currentTrans = (el2.getAttribute('transform') || '') + ' translate(' + x + ', ' + y + ')',
              parentNode, oldLength = nodelist.length, attr, j, attrs, len;

          applyViewboxTransform(el2);
          Iif (/^svg$/i.test(el2.nodeName)) {
            var el3 = el2.ownerDocument.createElement('g');
            for (j = 0, attrs = el2.attributes, len = attrs.length; j < len; j++) {
              attr = attrs.item(j);
              el3.setAttribute(attr.nodeName, attr.nodeValue);
            }
            // el2.firstChild != null
            while (el2.firstChild) {
              el3.appendChild(el2.firstChild);
            }
            el2 = el3;
          }

          for (j = 0, attrs = el.attributes, len = attrs.length; j < len; j++) {
            attr = attrs.item(j);
            Eif (attr.nodeName === 'x' || attr.nodeName === 'y' || attr.nodeName === 'xlink:href') {
              continue;
            }

            if (attr.nodeName === 'transform') {
              currentTrans = attr.nodeValue + ' ' + currentTrans;
            }
            else {
              el2.setAttribute(attr.nodeName, attr.nodeValue);
            }
          }

          el2.setAttribute('transform', currentTrans);
          el2.setAttribute('instantiated_by_use', '1');
          el2.removeAttribute('id');
          parentNode = el.parentNode;
          parentNode.replaceChild(el2, el);
          // some browsers do not shorten nodelist after replaceChild (IE8)
          Eif (nodelist.length === oldLength) {
            i++;
          }
        }
      }

      // http://www.w3.org/TR/SVG/coords.html#ViewBoxAttribute
      // matches, e.g.: +14.56e-12, etc.
      var reViewBoxAttrValue = new RegExp(
        '^' +
        '\\s*(' + fabric.reNum + '+)\\s*,?' +
        '\\s*(' + fabric.reNum + '+)\\s*,?' +
        '\\s*(' + fabric.reNum + '+)\\s*,?' +
        '\\s*(' + fabric.reNum + '+)\\s*' +
        '$'
      );

      /**
       * Add a <g> element that envelop all child elements and makes the viewbox transformMatrix descend on all elements
       */
      function applyViewboxTransform(element) {

        var viewBoxAttr = element.getAttribute('viewBox'),
            scaleX = 1,
            scaleY = 1,
            minX = 0,
            minY = 0,
            viewBoxWidth, viewBoxHeight, matrix, el,
            widthAttr = element.getAttribute('width'),
            heightAttr = element.getAttribute('height'),
            x = element.getAttribute('x') || 0,
            y = element.getAttribute('y') || 0,
            preserveAspectRatio = element.getAttribute('preserveAspectRatio') || '',
            missingViewBox = (!viewBoxAttr || !fabric.svgViewBoxElementsRegEx.test(element.nodeName)
                               || !(viewBoxAttr = viewBoxAttr.match(reViewBoxAttrValue))),
            missingDimAttr = (!widthAttr || !heightAttr || widthAttr === '100%' || heightAttr === '100%'),
            toBeParsed = missingViewBox && missingDimAttr,
            parsedDim = { }, translateMatrix = '';

        parsedDim.width = 0;
        parsedDim.height = 0;
        parsedDim.toBeParsed = toBeParsed;

        if (toBeParsed) {
          return parsedDim;
        }

        if (missingViewBox) {
          parsedDim.width = parseUnit(widthAttr);
          parsedDim.height = parseUnit(heightAttr);
          return parsedDim;
        }

        minX = -parseFloat(viewBoxAttr[1]);
        minY = -parseFloat(viewBoxAttr[2]);
        viewBoxWidth = parseFloat(viewBoxAttr[3]);
        viewBoxHeight = parseFloat(viewBoxAttr[4]);

        Eif (!missingDimAttr) {
          parsedDim.width = parseUnit(widthAttr);
          parsedDim.height = parseUnit(heightAttr);
          scaleX = parsedDim.width / viewBoxWidth;
          scaleY = parsedDim.height / viewBoxHeight;
        }
        else {
          parsedDim.width = viewBoxWidth;
          parsedDim.height = viewBoxHeight;
        }

        // default is to preserve aspect ratio
        preserveAspectRatio = fabric.util.parsePreserveAspectRatioAttribute(preserveAspectRatio);
        Eif (preserveAspectRatio.alignX !== 'none') {
          //translate all container for the effect of Mid, Min, Max
          scaleY = scaleX = (scaleX > scaleY ? scaleY : scaleX);
        }

        Eif (scaleX === 1 && scaleY === 1 && minX === 0 && minY === 0 && x === 0 && y === 0) {
          return parsedDim;
        }

        if (x || y) {
          translateMatrix = ' translate(' + parseUnit(x) + ' ' + parseUnit(y) + ') ';
        }

        matrix = translateMatrix + ' matrix(' + scaleX +
                      ' 0' +
                      ' 0 ' +
                      scaleY + ' ' +
                      (minX * scaleX) + ' ' +
                      (minY * scaleY) + ') ';

        if (element.nodeName === 'svg') {
          el = element.ownerDocument.createElement('g');
          // element.firstChild != null
          while (element.firstChild) {
            el.appendChild(element.firstChild);
          }
          element.appendChild(el);
        }
        else {
          el = element;
          matrix = el.getAttribute('transform') + matrix;
        }

        el.setAttribute('transform', matrix);
        return parsedDim;
      }

      function hasAncestorWithNodeName(element, nodeName) {
        while (element && (element = element.parentNode)) {
          if (element.nodeName && nodeName.test(element.nodeName.replace('svg:', ''))
            && !element.getAttribute('instantiated_by_use')) {
            return true;
          }
        }
        return false;
      }

      /**
       * Parses an SVG document, converts it to an array of corresponding fabric.* instances and passes them to a callback
       * @static
       * @function
       * @memberOf fabric
       * @param {SVGDocument} doc SVG document to parse
       * @param {Function} callback Callback to call when parsing is finished;
       * It's being passed an array of elements (parsed from a document).
       * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.
       * @param {Object} [parsingOptions] options for parsing document
       * @param {String} [parsingOptions.crossOrigin] crossOrigin settings
       */
      fabric.parseSVGDocument = function(doc, callback, reviver, parsingOptions) {
        Iif (!doc) {
          return;
        }

        parseUseDirectives(doc);

        var svgUid =  fabric.Object.__uid++, i, len,
            options = applyViewboxTransform(doc),
            descendants = fabric.util.toArray(doc.getElementsByTagName('*'));
        options.crossOrigin = parsingOptions && parsingOptions.crossOrigin;
        options.svgUid = svgUid;

        Iif (descendants.length === 0 && fabric.isLikelyNode) {
          // we're likely in node, where "o3-xml" library fails to gEBTN("*")
          // https://github.com/ajaxorg/node-o3-xml/issues/21
          descendants = doc.selectNodes('//*[name(.)!="svg"]');
          var arr = [];
          for (i = 0, len = descendants.length; i < len; i++) {
            arr[i] = descendants[i];
          }
          descendants = arr;
        }

        var elements = descendants.filter(function(el) {
          applyViewboxTransform(el);
          return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', '')) &&
                !hasAncestorWithNodeName(el, fabric.svgInvalidAncestorsRegEx); // http://www.w3.org/TR/SVG/struct.html#DefsElement
        });

        Iif (!elements || (elements && !elements.length)) {
          callback && callback([], {});
          return;
        }

        fabric.gradientDefs[svgUid] = fabric.getGradientDefs(doc);
        fabric.cssRules[svgUid] = fabric.getCSSRules(doc);
        // Precedence of rules:   style > class > attribute
        fabric.parseElements(elements, function(instances, elements) {
          Eif (callback) {
            callback(instances, options, elements, descendants);
          }
        }, clone(options), reviver, parsingOptions);
      };

      var reFontDeclaration = new RegExp(
        '(normal|italic)?\\s*(normal|small-caps)?\\s*' +
        '(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900)?\\s*(' +
          fabric.reNum +
        '(?:px|cm|mm|em|pt|pc|in)*)(?:\\/(normal|' + fabric.reNum + '))?\\s+(.*)');

      extend(fabric, {
        /**
         * Parses a short font declaration, building adding its properties to a style object
         * @static
         * @function
         * @memberOf fabric
         * @param {String} value font declaration
         * @param {Object} oStyle definition
         */
        parseFontDeclaration: function(value, oStyle) {
          var match = value.match(reFontDeclaration);

          Iif (!match) {
            return;
          }
          var fontStyle = match[1],
              // font variant is not used
              // fontVariant = match[2],
              fontWeight = match[3],
              fontSize = match[4],
              lineHeight = match[5],
              fontFamily = match[6];

          Eif (fontStyle) {
            oStyle.fontStyle = fontStyle;
          }
          Iif (fontWeight) {
            oStyle.fontWeight = isNaN(parseFloat(fontWeight)) ? fontWeight : parseFloat(fontWeight);
          }
          Eif (fontSize) {
            oStyle.fontSize = parseUnit(fontSize);
          }
          Eif (fontFamily) {
            oStyle.fontFamily = fontFamily;
          }
          Iif (lineHeight) {
            oStyle.lineHeight = lineHeight === 'normal' ? 1 : lineHeight;
          }
        },

        /**
         * Parses an SVG document, returning all of the gradient declarations found in it
         * @static
         * @function
         * @memberOf fabric
         * @param {SVGDocument} doc SVG document to parse
         * @return {Object} Gradient definitions; key corresponds to element id, value -- to gradient definition element
         */
        getGradientDefs: function(doc) {
          var tagArray = [
                'linearGradient',
                'radialGradient',
                'svg:linearGradient',
                'svg:radialGradient'],
              elList = _getMultipleNodes(doc, tagArray),
              el, j = 0, id, xlink,
              gradientDefs = { }, idsToXlinkMap = { };

          j = elList.length;

          while (j--) {
            el = elList[j];
            xlink = el.getAttribute('xlink:href');
            id = el.getAttribute('id');
            if (xlink) {
              idsToXlinkMap[id] = xlink.substr(1);
            }
            gradientDefs[id] = el;
          }

          for (id in idsToXlinkMap) {
            var el2 = gradientDefs[idsToXlinkMap[id]].cloneNode(true);
            el = gradientDefs[id];
            while (el2.firstChild) {
              el.appendChild(el2.firstChild);
            }
          }
          return gradientDefs;
        },

        /**
         * Returns an object of attributes' name/value, given element and an array of attribute names;
         * Parses parent "g" nodes recursively upwards.
         * @static
         * @memberOf fabric
         * @param {DOMElement} element Element to parse
         * @param {Array} attributes Array of attributes to parse
         * @return {Object} object containing parsed attributes' names/values
         */
        parseAttributes: function(element, attributes, svgUid) {

          Iif (!element) {
            return;
          }

          var value,
              parentAttributes = { },
              fontSize;

          if (typeof svgUid === 'undefined') {
            svgUid = element.getAttribute('svgUid');
          }
          // if there's a parent container (`g` or `a` or `symbol` node), parse its attributes recursively upwards
          if (element.parentNode && fabric.svgValidParentsRegEx.test(element.parentNode.nodeName)) {
            parentAttributes = fabric.parseAttributes(element.parentNode, attributes, svgUid);
          }
          fontSize = (parentAttributes && parentAttributes.fontSize ) ||
                     element.getAttribute('font-size') || fabric.Text.DEFAULT_SVG_FONT_SIZE;

          var ownAttributes = attributes.reduce(function(memo, attr) {
            value = element.getAttribute(attr);
            if (value) { // eslint-disable-line
              memo[attr] = value;
            }
            return memo;
          }, { });
          // add values parsed from style, which take precedence over attributes
          // (see: http://www.w3.org/TR/SVG/styling.html#UsingPresentationAttributes)
          ownAttributes = extend(ownAttributes,
            extend(getGlobalStylesForElement(element, svgUid), fabric.parseStyleAttribute(element)));

          var normalizedAttr, normalizedValue, normalizedStyle = {};
          for (var attr in ownAttributes) {
            normalizedAttr = normalizeAttr(attr);
            normalizedValue = normalizeValue(normalizedAttr, ownAttributes[attr], parentAttributes, fontSize);
            normalizedStyle[normalizedAttr] = normalizedValue;
          }
          Iif (normalizedStyle && normalizedStyle.font) {
            fabric.parseFontDeclaration(normalizedStyle.font, normalizedStyle);
          }
          var mergedAttrs = extend(parentAttributes, normalizedStyle);
          return fabric.svgValidParentsRegEx.test(element.nodeName) ? mergedAttrs : _setStrokeFillOpacity(mergedAttrs);
        },

        /**
         * Transforms an array of svg elements to corresponding fabric.* instances
         * @static
         * @memberOf fabric
         * @param {Array} elements Array of elements to parse
         * @param {Function} callback Being passed an array of fabric instances (transformed from SVG elements)
         * @param {Object} [options] Options object
         * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.
         */
        parseElements: function(elements, callback, options, reviver, parsingOptions) {
          new fabric.ElementsParser(elements, callback, options, reviver, parsingOptions).parse();
        },

        /**
         * Parses "style" attribute, retuning an object with values
         * @static
         * @memberOf fabric
         * @param {SVGElement} element Element to parse
         * @return {Object} Objects with values parsed from style attribute of an element
         */
        parseStyleAttribute: function(element) {
          var oStyle = { },
              style = element.getAttribute('style');

          if (!style) {
            return oStyle;
          }

          Eif (typeof style === 'string') {
            parseStyleString(style, oStyle);
          }
          else {
            parseStyleObject(style, oStyle);
          }

          return oStyle;
        },

        /**
         * Parses "points" attribute, returning an array of values
         * @static
         * @memberOf fabric
         * @param {String} points points attribute string
         * @return {Array} array of points
         */
        parsePointsAttribute: function(points) {

          // points attribute is required and must not be empty
          if (!points) {
            return null;
          }

          // replace commas with whitespace and remove bookending whitespace
          points = points.replace(/,/g, ' ').trim();

          points = points.split(/\s+/);
          var parsedPoints = [], i, len;

          for (i = 0, len = points.length; i < len; i += 2) {
            parsedPoints.push({
              x: parseFloat(points[i]),
              y: parseFloat(points[i + 1])
            });
          }

          // odd number of points is an error
          // if (parsedPoints.length % 2 !== 0) {
          //   return null;
          // }

          return parsedPoints;
        },

        /**
         * Returns CSS rules for a given SVG document
         * @static
         * @function
         * @memberOf fabric
         * @param {SVGDocument} doc SVG document to parse
         * @return {Object} CSS rules of this document
         */
        getCSSRules: function(doc) {
          var styles = doc.getElementsByTagName('style'), i, len,
              allRules = { }, rules;

          // very crude parsing of style contents
          for (i = 0, len = styles.length; i < len; i++) {
            // IE9 doesn't support textContent, but provides text instead.
            var styleContents = styles[i].textContent || styles[i].text;

            // remove comments
            styleContents = styleContents.replace(/\/\*[\s\S]*?\*\//g, '');
            if (styleContents.trim() === '') {
              continue;
            }
            rules = styleContents.match(/[^{]*\{[\s\S]*?\}/g);
            rules = rules.map(function(rule) { return rule.trim(); });
            // eslint-disable-next-line no-loop-func
            rules.forEach(function(rule) {

              var match = rule.match(/([\s\S]*?)\s*\{([^}]*)\}/),
                  ruleObj = { }, declaration = match[2].trim(),
                  propertyValuePairs = declaration.replace(/;$/, '').split(/\s*;\s*/);

              for (i = 0, len = propertyValuePairs.length; i < len; i++) {
                var pair = propertyValuePairs[i].split(/\s*:\s*/),
                    property = pair[0],
                    value = pair[1];
                ruleObj[property] = value;
              }
              rule = match[1];
              rule.split(',').forEach(function(_rule) {
                _rule = _rule.replace(/^svg/i, '').trim();
                Iif (_rule === '') {
                  return;
                }
                if (allRules[_rule]) {
                  fabric.util.object.extend(allRules[_rule], ruleObj);
                }
                else {
                  allRules[_rule] = fabric.util.object.clone(ruleObj);
                }
              });
            });
          }
          return allRules;
        },

        /**
         * Takes url corresponding to an SVG document, and parses it into a set of fabric objects.
         * Note that SVG is fetched via XMLHttpRequest, so it needs to conform to SOP (Same Origin Policy)
         * @memberOf fabric
         * @param {String} url
         * @param {Function} callback
         * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.
         * @param {Object} [options] Object containing options for parsing
         * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources
         */
        loadSVGFromURL: function(url, callback, reviver, options) {

          url = url.replace(/^\n\s*/, '').trim();
          new fabric.util.request(url, {
            method: 'get',
            onComplete: onComplete
          });

          function onComplete(r) {

            var xml = r.responseXML;
            if (xml && !xml.documentElement && fabric.window.ActiveXObject && r.responseText) {
              xml = new ActiveXObject('Microsoft.XMLDOM');
              xml.async = 'false';
              //IE chokes on DOCTYPE
              xml.loadXML(r.responseText.replace(/<!DOCTYPE[\s\S]*?(\[[\s\S]*\])*?>/i, ''));
            }
            if (!xml || !xml.documentElement) {
              callback && callback(null);
            }

            fabric.parseSVGDocument(xml.documentElement, function (results, _options, elements, allElements) {
              callback && callback(results, _options, elements, allElements);
            }, reviver, options);
          }
        },

        /**
         * Takes string corresponding to an SVG document, and parses it into a set of fabric objects
         * @memberOf fabric
         * @param {String} string
         * @param {Function} callback
         * @param {Function} [reviver] Method for further parsing of SVG elements, called after each fabric object created.
         * @param {Object} [options] Object containing options for parsing
         * @param {String} [options.crossOrigin] crossOrigin crossOrigin setting to use for external resources
         */
        loadSVGFromString: function(string, callback, reviver, options) {
          string = string.trim();
          var doc;
          Eif (typeof DOMParser !== 'undefined') {
            var parser = new DOMParser();
            Eif (parser && parser.parseFromString) {
              doc = parser.parseFromString(string, 'text/xml');
            }
          }
          else if (fabric.window.ActiveXObject) {
            doc = new ActiveXObject('Microsoft.XMLDOM');
            doc.async = 'false';
            // IE chokes on DOCTYPE
            doc.loadXML(string.replace(/<!DOCTYPE[\s\S]*?(\[[\s\S]*\])*?>/i, ''));
          }

          fabric.parseSVGDocument(doc.documentElement, function (results, _options, elements, allElements) {
            callback(results, _options, elements, allElements);
          }, reviver, options);
        }
      });

    })(typeof exports !== 'undefined' ? exports : this);

    fabric.ElementsParser = function(elements, callback, options, reviver, parsingOptions) {
      this.elements = elements;
      this.callback = callback;
      this.options = options;
      this.reviver = reviver;
      this.svgUid = (options && options.svgUid) || 0;
      this.parsingOptions = parsingOptions;
    };

    fabric.ElementsParser.prototype.parse = function() {
      this.instances = new Array(this.elements.length);
      this.numElements = this.elements.length;

      this.createObjects();
    };

    fabric.ElementsParser.prototype.createObjects = function() {
      for (var i = 0, len = this.elements.length; i < len; i++) {
        this.elements[i].setAttribute('svgUid', this.svgUid);
        (function(_obj, i) {
          setTimeout(function() {
            _obj.createObject(_obj.elements[i], i);
          }, 0);
        })(this, i);
      }
    };

    fabric.ElementsParser.prototype.createObject = function(el, index) {
      var klass = fabric[fabric.util.string.capitalize(el.tagName.replace('svg:', ''))];
      if (klass && klass.fromElement) {
        try {
          this._createObject(klass, el, index);
        }
        catch (err) {
          fabric.log(err);
        }
      }
      else {
        this.checkIfDone();
      }
    };

    fabric.ElementsParser.prototype._createObject = function(klass, el, index) {
      klass.fromElement(el, this.createCallback(index, el), this.options);
    };

    fabric.ElementsParser.prototype.createCallback = function(index, el) {
      var _this = this;
      return function(obj) {
        var _options;
        _this.resolveGradient(obj, 'fill');
        _this.resolveGradient(obj, 'stroke');
        Iif (obj instanceof fabric.Image) {
          _options = obj.parsePreserveAspectRatioAttribute(el);
        }
        obj._removeTransformMatrix(_options);
        _this.reviver && _this.reviver(el, obj);
        _this.instances[index] = obj;
        _this.checkIfDone();
      };
    };

    fabric.ElementsParser.prototype.resolveGradient = function(obj, property) {

      var instanceFillValue = obj.get(property);
      Eif (!(/^url\(/).test(instanceFillValue)) {
        return;
      }
      var gradientId = instanceFillValue.slice(5, instanceFillValue.length - 1);
      if (fabric.gradientDefs[this.svgUid][gradientId]) {
        obj.set(property,
          fabric.Gradient.fromElement(fabric.gradientDefs[this.svgUid][gradientId], obj));
      }
    };

    fabric.ElementsParser.prototype.checkIfDone = function() {
      if (--this.numElements === 0) {
        this.instances = this.instances.filter(function(el) {
          // eslint-disable-next-line no-eq-null, eqeqeq
          return el != null;
        });
        this.callback(this.instances, this.elements);
      }
    };

    (function(global) {

      'use strict';

      /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */

      var fabric = global.fabric || (global.fabric = { });

      Iif (fabric.Point) {
        fabric.warn('fabric.Point is already defined');
        return;
      }

      fabric.Point = Point;

      /**
       * Point class
       * @class fabric.Point
       * @memberOf fabric
       * @constructor
       * @param {Number} x
       * @param {Number} y
       * @return {fabric.Point} thisArg
       */
      function Point(x, y) {
        this.x = x;
        this.y = y;
      }

      Point.prototype = /** @lends fabric.Point.prototype */ {

        type: 'point',

        constructor: Point,

        /**
         * Adds another point to this one and returns another one
         * @param {fabric.Point} that
         * @return {fabric.Point} new Point instance with added values
         */
        add: function (that) {
          return new Point(this.x + that.x, this.y + that.y);
        },

        /**
         * Adds another point to this one
         * @param {fabric.Point} that
         * @return {fabric.Point} thisArg
         * @chainable
         */
        addEquals: function (that) {
          this.x += that.x;
          this.y += that.y;
          return this;
        },

        /**
         * Adds value to this point and returns a new one
         * @param {Number} scalar
         * @return {fabric.Point} new Point with added value
         */
        scalarAdd: function (scalar) {
          return new Point(this.x + scalar, this.y + scalar);
        },

        /**
         * Adds value to this point
         * @param {Number} scalar
         * @return {fabric.Point} thisArg
         * @chainable
         */
        scalarAddEquals: function (scalar) {
          this.x += scalar;
          this.y += scalar;
          return this;
        },

        /**
         * Subtracts another point from this point and returns a new one
         * @param {fabric.Point} that
         * @return {fabric.Point} new Point object with subtracted values
         */
        subtract: function (that) {
          return new Point(this.x - that.x, this.y - that.y);
        },

        /**
         * Subtracts another point from this point
         * @param {fabric.Point} that
         * @return {fabric.Point} thisArg
         * @chainable
         */
        subtractEquals: function (that) {
          this.x -= that.x;
          this.y -= that.y;
          return this;
        },

        /**
         * Subtracts value from this point and returns a new one
         * @param {Number} scalar
         * @return {fabric.Point}
         */
        scalarSubtract: function (scalar) {
          return new Point(this.x - scalar, this.y - scalar);
        },

        /**
         * Subtracts value from this point
         * @param {Number} scalar
         * @return {fabric.Point} thisArg
         * @chainable
         */
        scalarSubtractEquals: function (scalar) {
          this.x -= scalar;
          this.y -= scalar;
          return this;
        },

        /**
         * Multiplies this point by a value and returns a new one
         * TODO: rename in scalarMultiply in 2.0
         * @param {Number} scalar
         * @return {fabric.Point}
         */
        multiply: function (scalar) {
          return new Point(this.x * scalar, this.y * scalar);
        },

        /**
         * Multiplies this point by a value
         * TODO: rename in scalarMultiplyEquals in 2.0
         * @param {Number} scalar
         * @return {fabric.Point} thisArg
         * @chainable
         */
        multiplyEquals: function (scalar) {
          this.x *= scalar;
          this.y *= scalar;
          return this;
        },

        /**
         * Divides this point by a value and returns a new one
         * TODO: rename in scalarDivide in 2.0
         * @param {Number} scalar
         * @return {fabric.Point}
         */
        divide: function (scalar) {
          return new Point(this.x / scalar, this.y / scalar);
        },

        /**
         * Divides this point by a value
         * TODO: rename in scalarDivideEquals in 2.0
         * @param {Number} scalar
         * @return {fabric.Point} thisArg
         * @chainable
         */
        divideEquals: function (scalar) {
          this.x /= scalar;
          this.y /= scalar;
          return this;
        },

        /**
         * Returns true if this point is equal to another one
         * @param {fabric.Point} that
         * @return {Boolean}
         */
        eq: function (that) {
          return (this.x === that.x && this.y === that.y);
        },

        /**
         * Returns true if this point is less than another one
         * @param {fabric.Point} that
         * @return {Boolean}
         */
        lt: function (that) {
          return (this.x < that.x && this.y < that.y);
        },

        /**
         * Returns true if this point is less than or equal to another one
         * @param {fabric.Point} that
         * @return {Boolean}
         */
        lte: function (that) {
          return (this.x <= that.x && this.y <= that.y);
        },

        /**

         * Returns true if this point is greater another one
         * @param {fabric.Point} that
         * @return {Boolean}
         */
        gt: function (that) {
          return (this.x > that.x && this.y > that.y);
        },

        /**
         * Returns true if this point is greater than or equal to another one
         * @param {fabric.Point} that
         * @return {Boolean}
         */
        gte: function (that) {
          return (this.x >= that.x && this.y >= that.y);
        },

        /**
         * Returns new point which is the result of linear interpolation with this one and another one
         * @param {fabric.Point} that
         * @param {Number} t , position of interpolation, between 0 and 1 default 0.5
         * @return {fabric.Point}
         */
        lerp: function (that, t) {
          if (typeof t === 'undefined') {
            t = 0.5;
          }
          t = Math.max(Math.min(1, t), 0);
          return new Point(this.x + (that.x - this.x) * t, this.y + (that.y - this.y) * t);
        },

        /**
         * Returns distance from this point and another one
         * @param {fabric.Point} that
         * @return {Number}
         */
        distanceFrom: function (that) {
          var dx = this.x - that.x,
              dy = this.y - that.y;
          return Math.sqrt(dx * dx + dy * dy);
        },

        /**
         * Returns the point between this point and another one
         * @param {fabric.Point} that
         * @return {fabric.Point}
         */
        midPointFrom: function (that) {
          return this.lerp(that);
        },

        /**
         * Returns a new point which is the min of this and another one
         * @param {fabric.Point} that
         * @return {fabric.Point}
         */
        min: function (that) {
          return new Point(Math.min(this.x, that.x), Math.min(this.y, that.y));
        },

        /**
         * Returns a new point which is the max of this and another one
         * @param {fabric.Point} that
         * @return {fabric.Point}
         */
        max: function (that) {
          return new Point(Math.max(this.x, that.x), Math.max(this.y, that.y));
        },

        /**
         * Returns string representation of this point
         * @return {String}
         */
        toString: function () {
          return this.x + ',' + this.y;
        },

        /**
         * Sets x/y of this point
         * @param {Number} x
         * @param {Number} y
         * @chainable
         */
        setXY: function (x, y) {
          this.x = x;
          this.y = y;
          return this;
        },

        /**
         * Sets x of this point
         * @param {Number} x
         * @chainable
         */
        setX: function (x) {
          this.x = x;
          return this;
        },

        /**
         * Sets y of this point
         * @param {Number} y
         * @chainable
         */
        setY: function (y) {
          this.y = y;
          return this;
        },

        /**
         * Sets x/y of this point from another point
         * @param {fabric.Point} that
         * @chainable
         */
        setFromPoint: function (that) {
          this.x = that.x;
          this.y = that.y;
          return this;
        },

        /**
         * Swaps x/y of this point and another point
         * @param {fabric.Point} that
         */
        swap: function (that) {
          var x = this.x,
              y = this.y;
          this.x = that.x;
          this.y = that.y;
          that.x = x;
          that.y = y;
        },

        /**
         * return a cloned instance of the point
         * @return {fabric.Point}
         */
        clone: function () {
          return new Point(this.x, this.y);
        }
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */
      var fabric = global.fabric || (global.fabric = { });

      Iif (fabric.Intersection) {
        fabric.warn('fabric.Intersection is already defined');
        return;
      }

      /**
       * Intersection class
       * @class fabric.Intersection
       * @memberOf fabric
       * @constructor
       */
      function Intersection(status) {
        this.status = status;
        this.points = [];
      }

      fabric.Intersection = Intersection;

      fabric.Intersection.prototype = /** @lends fabric.Intersection.prototype */ {

        constructor: Intersection,

        /**
         * Appends a point to intersection
         * @param {fabric.Point} point
         * @return {fabric.Intersection} thisArg
         * @chainable
         */
        appendPoint: function (point) {
          this.points.push(point);
          return this;
        },

        /**
         * Appends points to intersection
         * @param {Array} points
         * @return {fabric.Intersection} thisArg
         * @chainable
         */
        appendPoints: function (points) {
          this.points = this.points.concat(points);
          return this;
        }
      };

      /**
       * Checks if one line intersects another
       * TODO: rename in intersectSegmentSegment
       * @static
       * @param {fabric.Point} a1
       * @param {fabric.Point} a2
       * @param {fabric.Point} b1
       * @param {fabric.Point} b2
       * @return {fabric.Intersection}
       */
      fabric.Intersection.intersectLineLine = function (a1, a2, b1, b2) {
        var result,
            uaT = (b2.x - b1.x) * (a1.y - b1.y) - (b2.y - b1.y) * (a1.x - b1.x),
            ubT = (a2.x - a1.x) * (a1.y - b1.y) - (a2.y - a1.y) * (a1.x - b1.x),
            uB = (b2.y - b1.y) * (a2.x - a1.x) - (b2.x - b1.x) * (a2.y - a1.y);
        if (uB !== 0) {
          var ua = uaT / uB,
              ub = ubT / uB;
          if (0 <= ua && ua <= 1 && 0 <= ub && ub <= 1) {
            result = new Intersection('Intersection');
            result.appendPoint(new fabric.Point(a1.x + ua * (a2.x - a1.x), a1.y + ua * (a2.y - a1.y)));
          }
          else {
            result = new Intersection();
          }
        }
        else {
          if (uaT === 0 || ubT === 0) {
            result = new Intersection('Coincident');
          }
          else {
            result = new Intersection('Parallel');
          }
        }
        return result;
      };

      /**
       * Checks if line intersects polygon
       * TODO: rename in intersectSegmentPolygon
       * fix detection of coincident
       * @static
       * @param {fabric.Point} a1
       * @param {fabric.Point} a2
       * @param {Array} points
       * @return {fabric.Intersection}
       */
      fabric.Intersection.intersectLinePolygon = function(a1, a2, points) {
        var result = new Intersection(),
            length = points.length,
            b1, b2, inter, i;

        for (i = 0; i < length; i++) {
          b1 = points[i];
          b2 = points[(i + 1) % length];
          inter = Intersection.intersectLineLine(a1, a2, b1, b2);

          result.appendPoints(inter.points);
        }
        if (result.points.length > 0) {
          result.status = 'Intersection';
        }
        return result;
      };

      /**
       * Checks if polygon intersects another polygon
       * @static
       * @param {Array} points1
       * @param {Array} points2
       * @return {fabric.Intersection}
       */
      fabric.Intersection.intersectPolygonPolygon = function (points1, points2) {
        var result = new Intersection(),
            length = points1.length, i;

        for (i = 0; i < length; i++) {
          var a1 = points1[i],
              a2 = points1[(i + 1) % length],
              inter = Intersection.intersectLinePolygon(a1, a2, points2);

          result.appendPoints(inter.points);
        }
        if (result.points.length > 0) {
          result.status = 'Intersection';
        }
        return result;
      };

      /**
       * Checks if polygon intersects rectangle
       * @static
       * @param {Array} points
       * @param {fabric.Point} r1
       * @param {fabric.Point} r2
       * @return {fabric.Intersection}
       */
      fabric.Intersection.intersectPolygonRectangle = function (points, r1, r2) {
        var min = r1.min(r2),
            max = r1.max(r2),
            topRight = new fabric.Point(max.x, min.y),
            bottomLeft = new fabric.Point(min.x, max.y),
            inter1 = Intersection.intersectLinePolygon(min, topRight, points),
            inter2 = Intersection.intersectLinePolygon(topRight, max, points),
            inter3 = Intersection.intersectLinePolygon(max, bottomLeft, points),
            inter4 = Intersection.intersectLinePolygon(bottomLeft, min, points),
            result = new Intersection();

        result.appendPoints(inter1.points);
        result.appendPoints(inter2.points);
        result.appendPoints(inter3.points);
        result.appendPoints(inter4.points);

        if (result.points.length > 0) {
          result.status = 'Intersection';
        }
        return result;
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { });

      Iif (fabric.Color) {
        fabric.warn('fabric.Color is already defined.');
        return;
      }

      /**
       * Color class
       * The purpose of {@link fabric.Color} is to abstract and encapsulate common color operations;
       * {@link fabric.Color} is a constructor and creates instances of {@link fabric.Color} objects.
       *
       * @class fabric.Color
       * @param {String} color optional in hex or rgb(a) or hsl format or from known color list
       * @return {fabric.Color} thisArg
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-2/#colors}
       */
      function Color(color) {
        if (!color) {
          this.setSource([0, 0, 0, 1]);
        }
        else {
          this._tryParsingColor(color);
        }
      }

      fabric.Color = Color;

      fabric.Color.prototype = /** @lends fabric.Color.prototype */ {

        /**
         * @private
         * @param {String|Array} color Color value to parse
         */
        _tryParsingColor: function(color) {
          var source;

          if (color in Color.colorNameMap) {
            color = Color.colorNameMap[color];
          }

          if (color === 'transparent') {
            source = [255, 255, 255, 0];
          }

          if (!source) {
            source = Color.sourceFromHex(color);
          }
          if (!source) {
            source = Color.sourceFromRgb(color);
          }
          if (!source) {
            source = Color.sourceFromHsl(color);
          }
          Iif (!source) {
            //if color is not recognize let's make black as canvas does
            source = [0, 0, 0, 1];
          }
          Eif (source) {
            this.setSource(source);
          }
        },

        /**
         * Adapted from <a href="https://rawgithub.com/mjijackson/mjijackson.github.com/master/2008/02/rgb-to-hsl-and-rgb-to-hsv-color-model-conversion-algorithms-in-javascript.html">https://github.com/mjijackson</a>
         * @private
         * @param {Number} r Red color value
         * @param {Number} g Green color value
         * @param {Number} b Blue color value
         * @return {Array} Hsl color
         */
        _rgbToHsl: function(r, g, b) {
          r /= 255; g /= 255; b /= 255;

          var h, s, l,
              max = fabric.util.array.max([r, g, b]),
              min = fabric.util.array.min([r, g, b]);

          l = (max + min) / 2;

          if (max === min) {
            h = s = 0; // achromatic
          }
          else {
            var d = max - min;
            s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
            switch (max) {
              case r:
                h = (g - b) / d + (g < b ? 6 : 0);
                break;
              case g:
                h = (b - r) / d + 2;
                break;
              case b:
                h = (r - g) / d + 4;
                break;
            }
            h /= 6;
          }

          return [
            Math.round(h * 360),
            Math.round(s * 100),
            Math.round(l * 100)
          ];
        },

        /**
         * Returns source of this color (where source is an array representation; ex: [200, 200, 100, 1])
         * @return {Array}
         */
        getSource: function() {
          return this._source;
        },

        /**
         * Sets source of this color (where source is an array representation; ex: [200, 200, 100, 1])
         * @param {Array} source
         */
        setSource: function(source) {
          this._source = source;
        },

        /**
         * Returns color representation in RGB format
         * @return {String} ex: rgb(0-255,0-255,0-255)
         */
        toRgb: function() {
          var source = this.getSource();
          return 'rgb(' + source[0] + ',' + source[1] + ',' + source[2] + ')';
        },

        /**
         * Returns color representation in RGBA format
         * @return {String} ex: rgba(0-255,0-255,0-255,0-1)
         */
        toRgba: function() {
          var source = this.getSource();
          return 'rgba(' + source[0] + ',' + source[1] + ',' + source[2] + ',' + source[3] + ')';
        },

        /**
         * Returns color representation in HSL format
         * @return {String} ex: hsl(0-360,0%-100%,0%-100%)
         */
        toHsl: function() {
          var source = this.getSource(),
              hsl = this._rgbToHsl(source[0], source[1], source[2]);

          return 'hsl(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%)';
        },

        /**
         * Returns color representation in HSLA format
         * @return {String} ex: hsla(0-360,0%-100%,0%-100%,0-1)
         */
        toHsla: function() {
          var source = this.getSource(),
              hsl = this._rgbToHsl(source[0], source[1], source[2]);

          return 'hsla(' + hsl[0] + ',' + hsl[1] + '%,' + hsl[2] + '%,' + source[3] + ')';
        },

        /**
         * Returns color representation in HEX format
         * @return {String} ex: FF5555
         */
        toHex: function() {
          var source = this.getSource(), r, g, b;

          r = source[0].toString(16);
          r = (r.length === 1) ? ('0' + r) : r;

          g = source[1].toString(16);
          g = (g.length === 1) ? ('0' + g) : g;

          b = source[2].toString(16);
          b = (b.length === 1) ? ('0' + b) : b;

          return r.toUpperCase() + g.toUpperCase() + b.toUpperCase();
        },

        /**
         * Returns color representation in HEXA format
         * @return {String} ex: FF5555CC
         */
        toHexa: function() {
          var source = this.getSource(), a;

          a = source[3] * 255;
          a = a.toString(16);
          a = (a.length === 1) ? ('0' + a) : a;

          return this.toHex() + a.toUpperCase();
        },

        /**
         * Gets value of alpha channel for this color
         * @return {Number} 0-1
         */
        getAlpha: function() {
          return this.getSource()[3];
        },

        /**
         * Sets value of alpha channel for this color
         * @param {Number} alpha Alpha value 0-1
         * @return {fabric.Color} thisArg
         */
        setAlpha: function(alpha) {
          var source = this.getSource();
          source[3] = alpha;
          this.setSource(source);
          return this;
        },

        /**
         * Transforms color to its grayscale representation
         * @return {fabric.Color} thisArg
         */
        toGrayscale: function() {
          var source = this.getSource(),
              average = parseInt((source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0), 10),
              currentAlpha = source[3];
          this.setSource([average, average, average, currentAlpha]);
          return this;
        },

        /**
         * Transforms color to its black and white representation
         * @param {Number} threshold
         * @return {fabric.Color} thisArg
         */
        toBlackWhite: function(threshold) {
          var source = this.getSource(),
              average = (source[0] * 0.3 + source[1] * 0.59 + source[2] * 0.11).toFixed(0),
              currentAlpha = source[3];

          threshold = threshold || 127;

          average = (Number(average) < Number(threshold)) ? 0 : 255;
          this.setSource([average, average, average, currentAlpha]);
          return this;
        },

        /**
         * Overlays color with another color
         * @param {String|fabric.Color} otherColor
         * @return {fabric.Color} thisArg
         */
        overlayWith: function(otherColor) {
          if (!(otherColor instanceof Color)) {
            otherColor = new Color(otherColor);
          }

          var result = [],
              alpha = this.getAlpha(),
              otherAlpha = 0.5,
              source = this.getSource(),
              otherSource = otherColor.getSource(), i;

          for (i = 0; i < 3; i++) {
            result.push(Math.round((source[i] * (1 - otherAlpha)) + (otherSource[i] * otherAlpha)));
          }

          result[3] = alpha;
          this.setSource(result);
          return this;
        }
      };

      /**
       * Regex matching color in RGB or RGBA formats (ex: rgb(0, 0, 0), rgba(255, 100, 10, 0.5), rgba( 255 , 100 , 10 , 0.5 ), rgb(1,1,1), rgba(100%, 60%, 10%, 0.5))
       * @static
       * @field
       * @memberOf fabric.Color
       */
      // eslint-disable-next-line max-len
      fabric.Color.reRGBa = /^rgba?\(\s*(\d{1,3}(?:\.\d+)?\%?)\s*,\s*(\d{1,3}(?:\.\d+)?\%?)\s*,\s*(\d{1,3}(?:\.\d+)?\%?)\s*(?:\s*,\s*((?:\d*\.?\d+)?)\s*)?\)$/;

      /**
       * Regex matching color in HSL or HSLA formats (ex: hsl(200, 80%, 10%), hsla(300, 50%, 80%, 0.5), hsla( 300 , 50% , 80% , 0.5 ))
       * @static
       * @field
       * @memberOf fabric.Color
       */
      fabric.Color.reHSLa = /^hsla?\(\s*(\d{1,3})\s*,\s*(\d{1,3}\%)\s*,\s*(\d{1,3}\%)\s*(?:\s*,\s*(\d+(?:\.\d+)?)\s*)?\)$/;

      /**
       * Regex matching color in HEX format (ex: #FF5544CC, #FF5555, 010155, aff)
       * @static
       * @field
       * @memberOf fabric.Color
       */
      fabric.Color.reHex = /^#?([0-9a-f]{8}|[0-9a-f]{6}|[0-9a-f]{4}|[0-9a-f]{3})$/i;

      /**
       * Map of the 148 color names with HEX code
       * @static
       * @field
       * @memberOf fabric.Color
       * @see: https://www.w3.org/TR/css3-color/#svg-color
       */
      fabric.Color.colorNameMap = {
        aliceblue:            '#F0F8FF',
        antiquewhite:         '#FAEBD7',
        aqua:                 '#00FFFF',
        aquamarine:           '#7FFFD4',
        azure:                '#F0FFFF',
        beige:                '#F5F5DC',
        bisque:               '#FFE4C4',
        black:                '#000000',
        blanchedalmond:       '#FFEBCD',
        blue:                 '#0000FF',
        blueviolet:           '#8A2BE2',
        brown:                '#A52A2A',
        burlywood:            '#DEB887',
        cadetblue:            '#5F9EA0',
        chartreuse:           '#7FFF00',
        chocolate:            '#D2691E',
        coral:                '#FF7F50',
        cornflowerblue:       '#6495ED',
        cornsilk:             '#FFF8DC',
        crimson:              '#DC143C',
        cyan:                 '#00FFFF',
        darkblue:             '#00008B',
        darkcyan:             '#008B8B',
        darkgoldenrod:        '#B8860B',
        darkgray:             '#A9A9A9',
        darkgrey:             '#A9A9A9',
        darkgreen:            '#006400',
        darkkhaki:            '#BDB76B',
        darkmagenta:          '#8B008B',
        darkolivegreen:       '#556B2F',
        darkorange:           '#FF8C00',
        darkorchid:           '#9932CC',
        darkred:              '#8B0000',
        darksalmon:           '#E9967A',
        darkseagreen:         '#8FBC8F',
        darkslateblue:        '#483D8B',
        darkslategray:        '#2F4F4F',
        darkslategrey:        '#2F4F4F',
        darkturquoise:        '#00CED1',
        darkviolet:           '#9400D3',
        deeppink:             '#FF1493',
        deepskyblue:          '#00BFFF',
        dimgray:              '#696969',
        dimgrey:              '#696969',
        dodgerblue:           '#1E90FF',
        firebrick:            '#B22222',
        floralwhite:          '#FFFAF0',
        forestgreen:          '#228B22',
        fuchsia:              '#FF00FF',
        gainsboro:            '#DCDCDC',
        ghostwhite:           '#F8F8FF',
        gold:                 '#FFD700',
        goldenrod:            '#DAA520',
        gray:                 '#808080',
        grey:                 '#808080',
        green:                '#008000',
        greenyellow:          '#ADFF2F',
        honeydew:             '#F0FFF0',
        hotpink:              '#FF69B4',
        indianred:            '#CD5C5C',
        indigo:               '#4B0082',
        ivory:                '#FFFFF0',
        khaki:                '#F0E68C',
        lavender:             '#E6E6FA',
        lavenderblush:        '#FFF0F5',
        lawngreen:            '#7CFC00',
        lemonchiffon:         '#FFFACD',
        lightblue:            '#ADD8E6',
        lightcoral:           '#F08080',
        lightcyan:            '#E0FFFF',
        lightgoldenrodyellow: '#FAFAD2',
        lightgray:            '#D3D3D3',
        lightgrey:            '#D3D3D3',
        lightgreen:           '#90EE90',
        lightpink:            '#FFB6C1',
        lightsalmon:          '#FFA07A',
        lightseagreen:        '#20B2AA',
        lightskyblue:         '#87CEFA',
        lightslategray:       '#778899',
        lightslategrey:       '#778899',
        lightsteelblue:       '#B0C4DE',
        lightyellow:          '#FFFFE0',
        lime:                 '#00FF00',
        limegreen:            '#32CD32',
        linen:                '#FAF0E6',
        magenta:              '#FF00FF',
        maroon:               '#800000',
        mediumaquamarine:     '#66CDAA',
        mediumblue:           '#0000CD',
        mediumorchid:         '#BA55D3',
        mediumpurple:         '#9370DB',
        mediumseagreen:       '#3CB371',
        mediumslateblue:      '#7B68EE',
        mediumspringgreen:    '#00FA9A',
        mediumturquoise:      '#48D1CC',
        mediumvioletred:      '#C71585',
        midnightblue:         '#191970',
        mintcream:            '#F5FFFA',
        mistyrose:            '#FFE4E1',
        moccasin:             '#FFE4B5',
        navajowhite:          '#FFDEAD',
        navy:                 '#000080',
        oldlace:              '#FDF5E6',
        olive:                '#808000',
        olivedrab:            '#6B8E23',
        orange:               '#FFA500',
        orangered:            '#FF4500',
        orchid:               '#DA70D6',
        palegoldenrod:        '#EEE8AA',
        palegreen:            '#98FB98',
        paleturquoise:        '#AFEEEE',
        palevioletred:        '#DB7093',
        papayawhip:           '#FFEFD5',
        peachpuff:            '#FFDAB9',
        peru:                 '#CD853F',
        pink:                 '#FFC0CB',
        plum:                 '#DDA0DD',
        powderblue:           '#B0E0E6',
        purple:               '#800080',
        rebeccapurple:        '#663399',
        red:                  '#FF0000',
        rosybrown:            '#BC8F8F',
        royalblue:            '#4169E1',
        saddlebrown:          '#8B4513',
        salmon:               '#FA8072',
        sandybrown:           '#F4A460',
        seagreen:             '#2E8B57',
        seashell:             '#FFF5EE',
        sienna:               '#A0522D',
        silver:               '#C0C0C0',
        skyblue:              '#87CEEB',
        slateblue:            '#6A5ACD',
        slategray:            '#708090',
        slategrey:            '#708090',
        snow:                 '#FFFAFA',
        springgreen:          '#00FF7F',
        steelblue:            '#4682B4',
        tan:                  '#D2B48C',
        teal:                 '#008080',
        thistle:              '#D8BFD8',
        tomato:               '#FF6347',
        turquoise:            '#40E0D0',
        violet:               '#EE82EE',
        wheat:                '#F5DEB3',
        white:                '#FFFFFF',
        whitesmoke:           '#F5F5F5',
        yellow:               '#FFFF00',
        yellowgreen:          '#9ACD32'
      };

      /**
       * @private
       * @param {Number} p
       * @param {Number} q
       * @param {Number} t
       * @return {Number}
       */
      function hue2rgb(p, q, t) {
        if (t < 0) {
          t += 1;
        }
        if (t > 1) {
          t -= 1;
        }
        if (t < 1 / 6) {
          return p + (q - p) * 6 * t;
        }
        if (t < 1 / 2) {
          return q;
        }
        if (t < 2 / 3) {
          return p + (q - p) * (2 / 3 - t) * 6;
        }
        return p;
      }

      /**
       * Returns new color object, when given a color in RGB format
       * @memberOf fabric.Color
       * @param {String} color Color value ex: rgb(0-255,0-255,0-255)
       * @return {fabric.Color}
       */
      fabric.Color.fromRgb = function(color) {
        return Color.fromSource(Color.sourceFromRgb(color));
      };

      /**
       * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in RGB or RGBA format
       * @memberOf fabric.Color
       * @param {String} color Color value ex: rgb(0-255,0-255,0-255), rgb(0%-100%,0%-100%,0%-100%)
       * @return {Array} source
       */
      fabric.Color.sourceFromRgb = function(color) {
        var match = color.match(Color.reRGBa);
        if (match) {
          var r = parseInt(match[1], 10) / (/%$/.test(match[1]) ? 100 : 1) * (/%$/.test(match[1]) ? 255 : 1),
              g = parseInt(match[2], 10) / (/%$/.test(match[2]) ? 100 : 1) * (/%$/.test(match[2]) ? 255 : 1),
              b = parseInt(match[3], 10) / (/%$/.test(match[3]) ? 100 : 1) * (/%$/.test(match[3]) ? 255 : 1);

          return [
            parseInt(r, 10),
            parseInt(g, 10),
            parseInt(b, 10),
            match[4] ? parseFloat(match[4]) : 1
          ];
        }
      };

      /**
       * Returns new color object, when given a color in RGBA format
       * @static
       * @function
       * @memberOf fabric.Color
       * @param {String} color
       * @return {fabric.Color}
       */
      fabric.Color.fromRgba = Color.fromRgb;

      /**
       * Returns new color object, when given a color in HSL format
       * @param {String} color Color value ex: hsl(0-260,0%-100%,0%-100%)
       * @memberOf fabric.Color
       * @return {fabric.Color}
       */
      fabric.Color.fromHsl = function(color) {
        return Color.fromSource(Color.sourceFromHsl(color));
      };

      /**
       * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HSL or HSLA format.
       * Adapted from <a href="https://rawgithub.com/mjijackson/mjijackson.github.com/master/2008/02/rgb-to-hsl-and-rgb-to-hsv-color-model-conversion-algorithms-in-javascript.html">https://github.com/mjijackson</a>
       * @memberOf fabric.Color
       * @param {String} color Color value ex: hsl(0-360,0%-100%,0%-100%) or hsla(0-360,0%-100%,0%-100%, 0-1)
       * @return {Array} source
       * @see http://http://www.w3.org/TR/css3-color/#hsl-color
       */
      fabric.Color.sourceFromHsl = function(color) {
        var match = color.match(Color.reHSLa);
        Iif (!match) {
          return;
        }

        var h = (((parseFloat(match[1]) % 360) + 360) % 360) / 360,
            s = parseFloat(match[2]) / (/%$/.test(match[2]) ? 100 : 1),
            l = parseFloat(match[3]) / (/%$/.test(match[3]) ? 100 : 1),
            r, g, b;

        Iif (s === 0) {
          r = g = b = l;
        }
        else {
          var q = l <= 0.5 ? l * (s + 1) : l + s - l * s,
              p = l * 2 - q;

          r = hue2rgb(p, q, h + 1 / 3);
          g = hue2rgb(p, q, h);
          b = hue2rgb(p, q, h - 1 / 3);
        }

        return [
          Math.round(r * 255),
          Math.round(g * 255),
          Math.round(b * 255),
          match[4] ? parseFloat(match[4]) : 1
        ];
      };

      /**
       * Returns new color object, when given a color in HSLA format
       * @static
       * @function
       * @memberOf fabric.Color
       * @param {String} color
       * @return {fabric.Color}
       */
      fabric.Color.fromHsla = Color.fromHsl;

      /**
       * Returns new color object, when given a color in HEX format
       * @static
       * @memberOf fabric.Color
       * @param {String} color Color value ex: FF5555
       * @return {fabric.Color}
       */
      fabric.Color.fromHex = function(color) {
        return Color.fromSource(Color.sourceFromHex(color));
      };

      /**
       * Returns array representation (ex: [100, 100, 200, 1]) of a color that's in HEX format
       * @static
       * @memberOf fabric.Color
       * @param {String} color ex: FF5555 or FF5544CC (RGBa)
       * @return {Array} source
       */
      fabric.Color.sourceFromHex = function(color) {
        if (color.match(Color.reHex)) {
          var value = color.slice(color.indexOf('#') + 1),
              isShortNotation = (value.length === 3 || value.length === 4),
              isRGBa = (value.length === 8 || value.length === 4),
              r = isShortNotation ? (value.charAt(0) + value.charAt(0)) : value.substring(0, 2),
              g = isShortNotation ? (value.charAt(1) + value.charAt(1)) : value.substring(2, 4),
              b = isShortNotation ? (value.charAt(2) + value.charAt(2)) : value.substring(4, 6),
              a = isRGBa ? (isShortNotation ? (value.charAt(3) + value.charAt(3)) : value.substring(6, 8)) : 'FF';

          return [
            parseInt(r, 16),
            parseInt(g, 16),
            parseInt(b, 16),
            parseFloat((parseInt(a, 16) / 255).toFixed(2))
          ];
        }
      };

      /**
       * Returns new color object, when given color in array representation (ex: [200, 100, 100, 0.5])
       * @static
       * @memberOf fabric.Color
       * @param {Array} source
       * @return {fabric.Color}
       */
      fabric.Color.fromSource = function(source) {
        var oColor = new Color();
        oColor.setSource(source);
        return oColor;
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function() {

      /* _FROM_SVG_START_ */
      function getColorStop(el) {
        var style = el.getAttribute('style'),
            offset = el.getAttribute('offset') || 0,
            color, colorAlpha, opacity, i;

        // convert percents to absolute values
        offset = parseFloat(offset) / (/%$/.test(offset) ? 100 : 1);
        offset = offset < 0 ? 0 : offset > 1 ? 1 : offset;
        if (style) {
          var keyValuePairs = style.split(/\s*;\s*/);

          Eif (keyValuePairs[keyValuePairs.length - 1] === '') {
            keyValuePairs.pop();
          }

          for (i = keyValuePairs.length; i--; ) {

            var split = keyValuePairs[i].split(/\s*:\s*/),
                key = split[0].trim(),
                value = split[1].trim();

            if (key === 'stop-color') {
              color = value;
            }
            else Eif (key === 'stop-opacity') {
              opacity = value;
            }
          }
        }

        if (!color) {
          color = el.getAttribute('stop-color') || 'rgb(0,0,0)';
        }
        if (!opacity) {
          opacity = el.getAttribute('stop-opacity');
        }

        color = new fabric.Color(color);
        colorAlpha = color.getAlpha();
        opacity = isNaN(parseFloat(opacity)) ? 1 : parseFloat(opacity);
        opacity *= colorAlpha;

        return {
          offset: offset,
          color: color.toRgb(),
          opacity: opacity
        };
      }

      function getLinearCoords(el) {
        return {
          x1: el.getAttribute('x1') || 0,
          y1: el.getAttribute('y1') || 0,
          x2: el.getAttribute('x2') || '100%',
          y2: el.getAttribute('y2') || 0
        };
      }

      function getRadialCoords(el) {
        return {
          x1: el.getAttribute('fx') || el.getAttribute('cx') || '50%',
          y1: el.getAttribute('fy') || el.getAttribute('cy') || '50%',
          r1: 0,
          x2: el.getAttribute('cx') || '50%',
          y2: el.getAttribute('cy') || '50%',
          r2: el.getAttribute('r') || '50%'
        };
      }
      /* _FROM_SVG_END_ */

      var clone = fabric.util.object.clone;

      /**
       * Gradient class
       * @class fabric.Gradient
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#gradients}
       * @see {@link fabric.Gradient#initialize} for constructor definition
       */
      fabric.Gradient = fabric.util.createClass(/** @lends fabric.Gradient.prototype */ {

        /**
         * Horizontal offset for aligning gradients coming from SVG when outside pathgroups
         * @type Number
         * @default 0
         */
        offsetX: 0,

        /**
         * Vertical offset for aligning gradients coming from SVG when outside pathgroups
         * @type Number
         * @default 0
         */
        offsetY: 0,

        /**
         * Constructor
         * @param {Object} [options] Options object with type, coords, gradientUnits and colorStops
         * @return {fabric.Gradient} thisArg
         */
        initialize: function(options) {
          options || (options = { });

          var coords = { };

          this.id = fabric.Object.__uid++;
          this.type = options.type || 'linear';

          coords = {
            x1: options.coords.x1 || 0,
            y1: options.coords.y1 || 0,
            x2: options.coords.x2 || 0,
            y2: options.coords.y2 || 0
          };

          if (this.type === 'radial') {
            coords.r1 = options.coords.r1 || 0;
            coords.r2 = options.coords.r2 || 0;
          }
          this.coords = coords;
          this.colorStops = options.colorStops.slice();
          if (options.gradientTransform) {
            this.gradientTransform = options.gradientTransform;
          }
          this.offsetX = options.offsetX || this.offsetX;
          this.offsetY = options.offsetY || this.offsetY;
        },

        /**
         * Adds another colorStop
         * @param {Object} colorStop Object with offset and color
         * @return {fabric.Gradient} thisArg
         */
        addColorStop: function(colorStops) {
          for (var position in colorStops) {
            var color = new fabric.Color(colorStops[position]);
            this.colorStops.push({
              offset: parseFloat(position),
              color: color.toRgb(),
              opacity: color.getAlpha()
            });
          }
          return this;
        },

        /**
         * Returns object representation of a gradient
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object}
         */
        toObject: function(propertiesToInclude) {
          var object = {
            type: this.type,
            coords: this.coords,
            colorStops: this.colorStops,
            offsetX: this.offsetX,
            offsetY: this.offsetY,
            gradientTransform: this.gradientTransform ? this.gradientTransform.concat() : this.gradientTransform
          };
          fabric.util.populateWithProperties(this, object, propertiesToInclude);

          return object;
        },

        /* _TO_SVG_START_ */
        /**
         * Returns SVG representation of an gradient
         * @param {Object} object Object to create a gradient for
         * @return {String} SVG representation of an gradient (linear/radial)
         */
        toSVG: function(object) {
          var coords = clone(this.coords, true), i, len,
              markup, commonAttributes, colorStops = clone(this.colorStops, true),
              needsSwap = coords.r1 > coords.r2,
              offsetX = object.width / 2, offsetY = object.height / 2;
          // colorStops must be sorted ascending
          colorStops.sort(function(a, b) {
            return a.offset - b.offset;
          });
          Iif (object.type === 'path') {
            offsetX -= object.pathOffset.x;
            offsetY -= object.pathOffset.y;
          }
          for (var prop in coords) {
            if (prop === 'x1' || prop === 'x2') {
              coords[prop] += this.offsetX - offsetX;
            }
            else if (prop === 'y1' || prop === 'y2') {
              coords[prop] += this.offsetY - offsetY;
            }
          }

          commonAttributes = 'id="SVGID_' + this.id +
                         '" gradientUnits="userSpaceOnUse"';
          Iif (this.gradientTransform) {
            commonAttributes += ' gradientTransform="matrix(' + this.gradientTransform.join(' ') + ')" ';
          }
          if (this.type === 'linear') {
            markup = [
              '<linearGradient ',
              commonAttributes,
              ' x1="', coords.x1,
              '" y1="', coords.y1,
              '" x2="', coords.x2,
              '" y2="', coords.y2,
              '">\n'
            ];
          }
          else Eif (this.type === 'radial') {
            // svg radial gradient has just 1 radius. the biggest.
            markup = [
              '<radialGradient ',
              commonAttributes,
              ' cx="', needsSwap ? coords.x1 : coords.x2,
              '" cy="', needsSwap ? coords.y1 : coords.y2,
              '" r="', needsSwap ? coords.r1 : coords.r2,
              '" fx="', needsSwap ? coords.x2 : coords.x1,
              '" fy="', needsSwap ? coords.y2 : coords.y1,
              '">\n'
            ];
          }

          if (this.type === 'radial') {
            if (needsSwap) {
              // svg goes from internal to external radius. if radius are inverted, swap color stops.
              colorStops = colorStops.concat();
              colorStops.reverse();
              for (i = 0, len = colorStops.length; i < len; i++) {
                colorStops[i].offset = 1 - colorStops[i].offset;
              }
            }
            var minRadius = Math.min(coords.r1, coords.r2);
            if (minRadius > 0) {
              // i have to shift all colorStops and add new one in 0.
              var maxRadius = Math.max(coords.r1, coords.r2),
                  percentageShift = minRadius / maxRadius;
              for (i = 0, len = colorStops.length; i < len; i++) {
                colorStops[i].offset += percentageShift * (1 - colorStops[i].offset);
              }
            }
          }

          for (i = 0, len = colorStops.length; i < len; i++) {
            var colorStop = colorStops[i];
            markup.push(
              '<stop ',
              'offset="', (colorStop.offset * 100) + '%',
              '" style="stop-color:', colorStop.color,
              (colorStop.opacity !== null ? ';stop-opacity: ' + colorStop.opacity : ';'),
              '"/>\n'
            );
          }

          markup.push((this.type === 'linear' ? '</linearGradient>\n' : '</radialGradient>\n'));

          return markup.join('');
        },
        /* _TO_SVG_END_ */

        /**
         * Returns an instance of CanvasGradient
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @return {CanvasGradient}
         */
        toLive: function(ctx) {
          var gradient, coords = fabric.util.object.clone(this.coords), i, len;

          Iif (!this.type) {
            return;
          }

          if (this.type === 'linear') {
            gradient = ctx.createLinearGradient(
              coords.x1, coords.y1, coords.x2, coords.y2);
          }
          else Eif (this.type === 'radial') {
            gradient = ctx.createRadialGradient(
              coords.x1, coords.y1, coords.r1, coords.x2, coords.y2, coords.r2);
          }

          for (i = 0, len = this.colorStops.length; i < len; i++) {
            var color = this.colorStops[i].color,
                opacity = this.colorStops[i].opacity,
                offset = this.colorStops[i].offset;

            if (typeof opacity !== 'undefined') {
              color = new fabric.Color(color).setAlpha(opacity).toRgba();
            }
            gradient.addColorStop(offset, color);
          }

          return gradient;
        }
      });

      fabric.util.object.extend(fabric.Gradient, {

        /* _FROM_SVG_START_ */
        /**
         * Returns {@link fabric.Gradient} instance from an SVG element
         * @static
         * @memberOf fabric.Gradient
         * @param {SVGGradientElement} el SVG gradient element
         * @param {fabric.Object} instance
         * @return {fabric.Gradient} Gradient instance
         * @see http://www.w3.org/TR/SVG/pservers.html#LinearGradientElement
         * @see http://www.w3.org/TR/SVG/pservers.html#RadialGradientElement
         */
        fromElement: function(el, instance) {

          /**
           *  @example:
           *
           *  <linearGradient id="linearGrad1">
           *    <stop offset="0%" stop-color="white"/>
           *    <stop offset="100%" stop-color="black"/>
           *  </linearGradient>
           *
           *  OR
           *
           *  <linearGradient id="linearGrad2">
           *    <stop offset="0" style="stop-color:rgb(255,255,255)"/>
           *    <stop offset="1" style="stop-color:rgb(0,0,0)"/>
           *  </linearGradient>
           *
           *  OR
           *
           *  <radialGradient id="radialGrad1">
           *    <stop offset="0%" stop-color="white" stop-opacity="1" />
           *    <stop offset="50%" stop-color="black" stop-opacity="0.5" />
           *    <stop offset="100%" stop-color="white" stop-opacity="1" />
           *  </radialGradient>
           *
           *  OR
           *
           *  <radialGradient id="radialGrad2">
           *    <stop offset="0" stop-color="rgb(255,255,255)" />
           *    <stop offset="0.5" stop-color="rgb(0,0,0)" />
           *    <stop offset="1" stop-color="rgb(255,255,255)" />
           *  </radialGradient>
           *
           */

          var colorStopEls = el.getElementsByTagName('stop'),
              type,
              gradientUnits = el.getAttribute('gradientUnits') || 'objectBoundingBox',
              gradientTransform = el.getAttribute('gradientTransform'),
              colorStops = [],
              coords, ellipseMatrix, i;

          if (el.nodeName === 'linearGradient' || el.nodeName === 'LINEARGRADIENT') {
            type = 'linear';
          }
          else {
            type = 'radial';
          }

          if (type === 'linear') {
            coords = getLinearCoords(el);
          }
          else Eif (type === 'radial') {
            coords = getRadialCoords(el);
          }

          for (i = colorStopEls.length; i--; ) {
            colorStops.push(getColorStop(colorStopEls[i]));
          }

          ellipseMatrix = _convertPercentUnitsToValues(instance, coords, gradientUnits);

          var gradient = new fabric.Gradient({
            type: type,
            coords: coords,
            colorStops: colorStops,
            offsetX: -instance.left,
            offsetY: -instance.top
          });

          if (gradientTransform || ellipseMatrix !== '') {
            gradient.gradientTransform = fabric.parseTransformAttribute((gradientTransform || '') + ellipseMatrix);
          }

          return gradient;
        },
        /* _FROM_SVG_END_ */

        /**
         * Returns {@link fabric.Gradient} instance from its object representation
         * @static
         * @memberOf fabric.Gradient
         * @param {Object} obj
         * @param {Object} [options] Options object
         */
        forObject: function(obj, options) {
          options || (options = { });
          _convertPercentUnitsToValues(obj, options.coords, 'userSpaceOnUse');
          return new fabric.Gradient(options);
        }
      });

      /**
       * @private
       */
      function _convertPercentUnitsToValues(object, options, gradientUnits) {
        var propValue, addFactor = 0, multFactor = 1, ellipseMatrix = '';
        for (var prop in options) {
          if (options[prop] === 'Infinity') {
            options[prop] = 1;
          }
          else if (options[prop] === '-Infinity') {
            options[prop] = 0;
          }
          propValue = parseFloat(options[prop], 10);
          if (typeof options[prop] === 'string' && /^\d+%$/.test(options[prop])) {
            multFactor = 0.01;
          }
          else {
            multFactor = 1;
          }
          if (prop === 'x1' || prop === 'x2' || prop === 'r2') {
            multFactor *= gradientUnits === 'objectBoundingBox' ? object.width : 1;
            addFactor = gradientUnits === 'objectBoundingBox' ? object.left || 0 : 0;
          }
          else if (prop === 'y1' || prop === 'y2') {
            multFactor *= gradientUnits === 'objectBoundingBox' ? object.height : 1;
            addFactor = gradientUnits === 'objectBoundingBox' ? object.top || 0 : 0;
          }
          options[prop] = propValue * multFactor + addFactor;
        }
        Iif (object.type === 'ellipse' &&
            options.r2 !== null &&
            gradientUnits === 'objectBoundingBox' &&
            object.rx !== object.ry) {

          var scaleFactor = object.ry / object.rx;
          ellipseMatrix = ' scale(1, ' + scaleFactor + ')';
          if (options.y1) {
            options.y1 /= scaleFactor;
          }
          if (options.y2) {
            options.y2 /= scaleFactor;
          }
        }
        return ellipseMatrix;
      }
    })();

    (function() {

      'use strict';

      var toFixed = fabric.util.toFixed;

      /**
       * Pattern class
       * @class fabric.Pattern
       * @see {@link http://fabricjs.com/patterns|Pattern demo}
       * @see {@link http://fabricjs.com/dynamic-patterns|DynamicPattern demo}
       * @see {@link fabric.Pattern#initialize} for constructor definition
       */

      fabric.Pattern = fabric.util.createClass(/** @lends fabric.Pattern.prototype */ {

        /**
         * Repeat property of a pattern (one of repeat, repeat-x, repeat-y or no-repeat)
         * @type String
         * @default
         */
        repeat: 'repeat',

        /**
         * Pattern horizontal offset from object's left/top corner
         * @type Number
         * @default
         */
        offsetX: 0,

        /**
         * Pattern vertical offset from object's left/top corner
         * @type Number
         * @default
         */
        offsetY: 0,

        /**
         * Constructor
         * @param {Object} [options] Options object
         * @param {Function} [callback] function to invoke after callback init.
         * @return {fabric.Pattern} thisArg
         */
        initialize: function(options, callback) {
          options || (options = { });

          this.id = fabric.Object.__uid++;
          this.setOptions(options);
          if (!options.source || (options.source && typeof options.source !== 'string')) {
            callback && callback(this);
            return;
          }
          // function string
          if (typeof fabric.util.getFunctionBody(options.source) !== 'undefined') {
            this.source = new Function(fabric.util.getFunctionBody(options.source));
            callback && callback(this);
          }
          else {
            // img src string
            var _this = this;
            this.source = fabric.util.createImage();
            fabric.util.loadImage(options.source, function(img) {
              _this.source = img;
              callback && callback(_this);
            });
          }
        },

        /**
         * Returns object representation of a pattern
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} Object representation of a pattern instance
         */
        toObject: function(propertiesToInclude) {
          var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,
              source, object;

          // callback
          if (typeof this.source === 'function') {
            source = String(this.source);
          }
          // <img> element
          else Eif (typeof this.source.src === 'string') {
            source = this.source.src;
          }
          // <canvas> element
          else if (typeof this.source === 'object' && this.source.toDataURL) {
            source = this.source.toDataURL();
          }

          object = {
            type: 'pattern',
            source: source,
            repeat: this.repeat,
            offsetX: toFixed(this.offsetX, NUM_FRACTION_DIGITS),
            offsetY: toFixed(this.offsetY, NUM_FRACTION_DIGITS),
          };
          fabric.util.populateWithProperties(this, object, propertiesToInclude);

          return object;
        },

        /* _TO_SVG_START_ */
        /**
         * Returns SVG representation of a pattern
         * @param {fabric.Object} object
         * @return {String} SVG representation of a pattern
         */
        toSVG: function(object) {
          var patternSource = typeof this.source === 'function' ? this.source() : this.source,
              patternWidth = patternSource.width / object.width,
              patternHeight = patternSource.height / object.height,
              patternOffsetX = this.offsetX / object.width,
              patternOffsetY = this.offsetY / object.height,
              patternImgSrc = '';
          if (this.repeat === 'repeat-x' || this.repeat === 'no-repeat') {
            patternHeight = 1;
          }
          if (this.repeat === 'repeat-y' || this.repeat === 'no-repeat') {
            patternWidth = 1;
          }
          if (patternSource.src) {
            patternImgSrc = patternSource.src;
          }
          else if (patternSource.toDataURL) {
            patternImgSrc = patternSource.toDataURL();
          }

          return '<pattern id="SVGID_' + this.id +
                        '" x="' + patternOffsetX +
                        '" y="' + patternOffsetY +
                        '" width="' + patternWidth +
                        '" height="' + patternHeight + '">\n' +
                   '<image x="0" y="0"' +
                          ' width="' + patternSource.width +
                          '" height="' + patternSource.height +
                          '" xlink:href="' + patternImgSrc +
                   '"></image>\n' +
                 '</pattern>\n';
        },
        /* _TO_SVG_END_ */

        setOptions: function(options) {
          for (var prop in options) {
            this[prop] = options[prop];
          }
        },

        /**
         * Returns an instance of CanvasPattern
         * @param {CanvasRenderingContext2D} ctx Context to create pattern
         * @return {CanvasPattern}
         */
        toLive: function(ctx) {
          var source = typeof this.source === 'function' ? this.source() : this.source;

          // if the image failed to load, return, and allow rest to continue loading
          Iif (!source) {
            return '';
          }

          // if an image
          Eif (typeof source.src !== 'undefined') {
            Iif (!source.complete) {
              return '';
            }
            Iif (source.naturalWidth === 0 || source.naturalHeight === 0) {
              return '';
            }
          }
          return ctx.createPattern(source, this.repeat);
        }
      });
    })();

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          toFixed = fabric.util.toFixed;

      Iif (fabric.Shadow) {
        fabric.warn('fabric.Shadow is already defined.');
        return;
      }

      /**
       * Shadow class
       * @class fabric.Shadow
       * @see {@link http://fabricjs.com/shadows|Shadow demo}
       * @see {@link fabric.Shadow#initialize} for constructor definition
       */
      fabric.Shadow = fabric.util.createClass(/** @lends fabric.Shadow.prototype */ {

        /**
         * Shadow color
         * @type String
         * @default
         */
        color: 'rgb(0,0,0)',

        /**
         * Shadow blur
         * @type Number
         */
        blur: 0,

        /**
         * Shadow horizontal offset
         * @type Number
         * @default
         */
        offsetX: 0,

        /**
         * Shadow vertical offset
         * @type Number
         * @default
         */
        offsetY: 0,

        /**
         * Whether the shadow should affect stroke operations
         * @type Boolean
         * @default
         */
        affectStroke: false,

        /**
         * Indicates whether toObject should include default values
         * @type Boolean
         * @default
         */
        includeDefaultValues: true,

        /**
         * Constructor
         * @param {Object|String} [options] Options object with any of color, blur, offsetX, offsetY properties or string (e.g. "rgba(0,0,0,0.2) 2px 2px 10px")
         * @return {fabric.Shadow} thisArg
         */
        initialize: function(options) {

          if (typeof options === 'string') {
            options = this._parseShadow(options);
          }

          for (var prop in options) {
            this[prop] = options[prop];
          }

          this.id = fabric.Object.__uid++;
        },

        /**
         * @private
         * @param {String} shadow Shadow value to parse
         * @return {Object} Shadow object with color, offsetX, offsetY and blur
         */
        _parseShadow: function(shadow) {
          var shadowStr = shadow.trim(),
              offsetsAndBlur = fabric.Shadow.reOffsetsAndBlur.exec(shadowStr) || [],
              color = shadowStr.replace(fabric.Shadow.reOffsetsAndBlur, '') || 'rgb(0,0,0)';

          return {
            color: color.trim(),
            offsetX: parseInt(offsetsAndBlur[1], 10) || 0,
            offsetY: parseInt(offsetsAndBlur[2], 10) || 0,
            blur: parseInt(offsetsAndBlur[3], 10) || 0
          };
        },

        /**
         * Returns a string representation of an instance
         * @see http://www.w3.org/TR/css-text-decor-3/#text-shadow
         * @return {String} Returns CSS3 text-shadow declaration
         */
        toString: function() {
          return [this.offsetX, this.offsetY, this.blur, this.color].join('px ');
        },

        /* _TO_SVG_START_ */
        /**
         * Returns SVG representation of a shadow
         * @param {fabric.Object} object
         * @return {String} SVG representation of a shadow
         */
        toSVG: function(object) {
          var fBoxX = 40, fBoxY = 40, NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,
              offset = fabric.util.rotateVector(
                { x: this.offsetX, y: this.offsetY },
                fabric.util.degreesToRadians(-object.angle)),
              BLUR_BOX = 20;

          Iif (object.width && object.height) {
            //http://www.w3.org/TR/SVG/filters.html#FilterEffectsRegion
            // we add some extra space to filter box to contain the blur ( 20 )
            fBoxX = toFixed((Math.abs(offset.x) + this.blur) / object.width, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX;
            fBoxY = toFixed((Math.abs(offset.y) + this.blur) / object.height, NUM_FRACTION_DIGITS) * 100 + BLUR_BOX;
          }
          if (object.flipX) {
            offset.x *= -1;
          }
          if (object.flipY) {
            offset.y *= -1;
          }
          return (
            '<filter id="SVGID_' + this.id + '" y="-' + fBoxY + '%" height="' + (100 + 2 * fBoxY) + '%" ' +
              'x="-' + fBoxX + '%" width="' + (100 + 2 * fBoxX) + '%" ' + '>\n' +
              '\t<feGaussianBlur in="SourceAlpha" stdDeviation="' +
                toFixed(this.blur ? this.blur / 2 : 0, NUM_FRACTION_DIGITS) + '"></feGaussianBlur>\n' +
              '\t<feOffset dx="' + toFixed(offset.x, NUM_FRACTION_DIGITS) +
              '" dy="' + toFixed(offset.y, NUM_FRACTION_DIGITS) + '" result="oBlur" ></feOffset>\n' +
              '\t<feFlood flood-color="' + this.color + '"/>\n' +
              '\t<feComposite in2="oBlur" operator="in" />\n' +
              '\t<feMerge>\n' +
                '\t\t<feMergeNode></feMergeNode>\n' +
                '\t\t<feMergeNode in="SourceGraphic"></feMergeNode>\n' +
              '\t</feMerge>\n' +
            '</filter>\n');
        },
        /* _TO_SVG_END_ */

        /**
         * Returns object representation of a shadow
         * @return {Object} Object representation of a shadow instance
         */
        toObject: function() {
          if (this.includeDefaultValues) {
            return {
              color: this.color,
              blur: this.blur,
              offsetX: this.offsetX,
              offsetY: this.offsetY,
              affectStroke: this.affectStroke
            };
          }
          var obj = { }, proto = fabric.Shadow.prototype;

          ['color', 'blur', 'offsetX', 'offsetY', 'affectStroke'].forEach(function(prop) {
            if (this[prop] !== proto[prop]) {
              obj[prop] = this[prop];
            }
          }, this);

          return obj;
        }
      });

      /**
       * Regex matching shadow offsetX, offsetY and blur (ex: "2px 2px 10px rgba(0,0,0,0.2)", "rgb(0,255,0) 2px 2px")
       * @static
       * @field
       * @memberOf fabric.Shadow
       */
      // eslint-disable-next-line max-len
      fabric.Shadow.reOffsetsAndBlur = /(?:\s|^)(-?\d+(?:px)?(?:\s?|$))?(-?\d+(?:px)?(?:\s?|$))?(\d+(?:px)?)?(?:\s?|$)(?:$|\s)/;

    })(typeof exports !== 'undefined' ? exports : this);

    (function () {

      'use strict';

      Iif (fabric.StaticCanvas) {
        fabric.warn('fabric.StaticCanvas is already defined.');
        return;
      }

      // aliases for faster resolution
      var extend = fabric.util.object.extend,
          getElementOffset = fabric.util.getElementOffset,
          removeFromArray = fabric.util.removeFromArray,
          toFixed = fabric.util.toFixed,
          transformPoint = fabric.util.transformPoint,
          invertTransform = fabric.util.invertTransform,

          CANVAS_INIT_ERROR = new Error('Could not initialize `canvas` element');

      /**
       * Static canvas class
       * @class fabric.StaticCanvas
       * @mixes fabric.Collection
       * @mixes fabric.Observable
       * @see {@link http://fabricjs.com/static_canvas|StaticCanvas demo}
       * @see {@link fabric.StaticCanvas#initialize} for constructor definition
       * @fires before:render
       * @fires after:render
       * @fires canvas:cleared
       * @fires object:added
       * @fires object:removed
       */
      fabric.StaticCanvas = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.StaticCanvas.prototype */ {

        /**
         * Constructor
         * @param {HTMLElement | String} el &lt;canvas> element to initialize instance on
         * @param {Object} [options] Options object
         * @return {Object} thisArg
         */
        initialize: function(el, options) {
          options || (options = { });
          this.renderAndResetBound = this.renderAndReset.bind(this);
          this.requestRenderAllBound = this.requestRenderAll.bind(this);
          this._initStatic(el, options);
        },

        /**
         * Background color of canvas instance.
         * Should be set via {@link fabric.StaticCanvas#setBackgroundColor}.
         * @type {(String|fabric.Pattern)}
         * @default
         */
        backgroundColor: '',

        /**
         * Background image of canvas instance.
         * Should be set via {@link fabric.StaticCanvas#setBackgroundImage}.
         * <b>Backwards incompatibility note:</b> The "backgroundImageOpacity"
         * and "backgroundImageStretch" properties are deprecated since 1.3.9.
         * Use {@link fabric.Image#opacity}, {@link fabric.Image#width} and {@link fabric.Image#height}.
         * @type fabric.Image
         * @default
         */
        backgroundImage: null,

        /**
         * Overlay color of canvas instance.
         * Should be set via {@link fabric.StaticCanvas#setOverlayColor}
         * @since 1.3.9
         * @type {(String|fabric.Pattern)}
         * @default
         */
        overlayColor: '',

        /**
         * Overlay image of canvas instance.
         * Should be set via {@link fabric.StaticCanvas#setOverlayImage}.
         * <b>Backwards incompatibility note:</b> The "overlayImageLeft"
         * and "overlayImageTop" properties are deprecated since 1.3.9.
         * Use {@link fabric.Image#left} and {@link fabric.Image#top}.
         * @type fabric.Image
         * @default
         */
        overlayImage: null,

        /**
         * Indicates whether toObject/toDatalessObject should include default values
         * @type Boolean
         * @default
         */
        includeDefaultValues: true,

        /**
         * Indicates whether objects' state should be saved
         * @type Boolean
         * @default
         */
        stateful: false,

        /**
         * Indicates whether {@link fabric.Collection.add}, {@link fabric.Collection.insertAt} and {@link fabric.Collection.remove},
         * {@link fabric.StaticCanvas.moveTo}, {@link fabric.StaticCanvas.clear} and many more, should also re-render canvas.
         * Disabling this option will not give a performance boost when adding/removing a lot of objects to/from canvas at once
         * since the renders are quequed and executed one per frame.
         * Disabling is suggested anyway and managing the renders of the app manually is not a big effort ( canvas.requestRenderAll() )
         * Left default to true to do not break documentation and old app, fiddles.
         * @type Boolean
         * @default
         */
        renderOnAddRemove: true,

        /**
         * Function that determines clipping of entire canvas area
         * Being passed context as first argument. See clipping canvas area in {@link https://github.com/kangax/fabric.js/wiki/FAQ}
         * @deprecated since 2.0.0
         * @type Function
         * @default
         */
        clipTo: null,

        /**
         * Indicates whether object controls (borders/controls) are rendered above overlay image
         * @type Boolean
         * @default
         */
        controlsAboveOverlay: false,

        /**
         * Indicates whether the browser can be scrolled when using a touchscreen and dragging on the canvas
         * @type Boolean
         * @default
         */
        allowTouchScrolling: false,

        /**
         * Indicates whether this canvas will use image smoothing, this is on by default in browsers
         * @type Boolean
         * @default
         */
        imageSmoothingEnabled: true,

        /**
         * The transformation (in the format of Canvas transform) which focuses the viewport
         * @type Array
         * @default
         */
        viewportTransform: fabric.iMatrix.concat(),

        /**
         * if set to false background image is not affected by viewport transform
         * @since 1.6.3
         * @type Boolean
         * @default
         */
        backgroundVpt: true,

        /**
         * if set to false overlya image is not affected by viewport transform
         * @since 1.6.3
         * @type Boolean
         * @default
         */
        overlayVpt: true,

        /**
         * Callback; invoked right before object is about to be scaled/rotated
         */
        onBeforeScaleRotate: function () {
          /* NOOP */
        },

        /**
         * When true, canvas is scaled by devicePixelRatio for better rendering on retina screens
         * @type Boolean
         * @default
         */
        enableRetinaScaling: true,

        /**
         * Describe canvas element extension over design
         * properties are tl,tr,bl,br.
         * if canvas is not zoomed/panned those points are the four corner of canvas
         * if canvas is viewportTransformed you those points indicate the extension
         * of canvas element in plain untrasformed coordinates
         * The coordinates get updated with @method calcViewportBoundaries.
         * @memberOf fabric.StaticCanvas.prototype
         */
        vptCoords: { },

        /**
         * Based on vptCoords and object.aCoords, skip rendering of objects that
         * are not included in current viewport.
         * May greatly help in applications with crowded canvas and use of zoom/pan
         * If One of the corner of the bounding box of the object is on the canvas
         * the objects get rendered.
         * @memberOf fabric.StaticCanvas.prototype
         * @type Boolean
         * @default
         */
        skipOffscreen: true,

        /**
         * @private
         * @param {HTMLElement | String} el &lt;canvas> element to initialize instance on
         * @param {Object} [options] Options object
         */
        _initStatic: function(el, options) {
          var cb = this.requestRenderAllBound;
          this._objects = [];
          this._createLowerCanvas(el);
          this._initOptions(options);
          this._setImageSmoothing();
          // only initialize retina scaling once
          if (!this.interactive) {
            this._initRetinaScaling();
          }

          Iif (options.overlayImage) {
            this.setOverlayImage(options.overlayImage, cb);
          }
          Iif (options.backgroundImage) {
            this.setBackgroundImage(options.backgroundImage, cb);
          }
          if (options.backgroundColor) {
            this.setBackgroundColor(options.backgroundColor, cb);
          }
          if (options.overlayColor) {
            this.setOverlayColor(options.overlayColor, cb);
          }
          this.calcOffset();
        },

        /**
         * @private
         */
        _isRetinaScaling: function() {
          return (fabric.devicePixelRatio !== 1 && this.enableRetinaScaling);
        },

        /**
         * @private
         * @return {Number} retinaScaling if applied, otherwise 1;
         */
        getRetinaScaling: function() {
          return this._isRetinaScaling() ? fabric.devicePixelRatio : 1;
        },

        /**
         * @private
         */
        _initRetinaScaling: function() {
          if (!this._isRetinaScaling()) {
            return;
          }
          this.lowerCanvasEl.setAttribute('width', this.width * fabric.devicePixelRatio);
          this.lowerCanvasEl.setAttribute('height', this.height * fabric.devicePixelRatio);

          this.contextContainer.scale(fabric.devicePixelRatio, fabric.devicePixelRatio);
        },

        /**
         * Calculates canvas element offset relative to the document
         * This method is also attached as "resize" event handler of window
         * @return {fabric.Canvas} instance
         * @chainable
         */
        calcOffset: function () {
          this._offset = getElementOffset(this.lowerCanvasEl);
          return this;
        },

        /**
         * Sets {@link fabric.StaticCanvas#overlayImage|overlay image} for this canvas
         * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set overlay to
         * @param {Function} callback callback to invoke when image is loaded and set as an overlay
         * @param {Object} [options] Optional options to set for the {@link fabric.Image|overlay image}.
         * @return {fabric.Canvas} thisArg
         * @chainable
         * @see {@link http://jsfiddle.net/fabricjs/MnzHT/|jsFiddle demo}
         * @example <caption>Normal overlayImage with left/top = 0</caption>
         * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {
         *   // Needed to position overlayImage at 0/0
         *   originX: 'left',
         *   originY: 'top'
         * });
         * @example <caption>overlayImage with different properties</caption>
         * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {
         *   opacity: 0.5,
         *   angle: 45,
         *   left: 400,
         *   top: 400,
         *   originX: 'left',
         *   originY: 'top'
         * });
         * @example <caption>Stretched overlayImage #1 - width/height correspond to canvas width/height</caption>
         * fabric.Image.fromURL('http://fabricjs.com/assets/jail_cell_bars.png', function(img) {
         *    img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});
         *    canvas.setOverlayImage(img, canvas.renderAll.bind(canvas));
         * });
         * @example <caption>Stretched overlayImage #2 - width/height correspond to canvas width/height</caption>
         * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {
         *   width: canvas.width,
         *   height: canvas.height,
         *   // Needed to position overlayImage at 0/0
         *   originX: 'left',
         *   originY: 'top'
         * });
         * @example <caption>overlayImage loaded from cross-origin</caption>
         * canvas.setOverlayImage('http://fabricjs.com/assets/jail_cell_bars.png', canvas.renderAll.bind(canvas), {
         *   opacity: 0.5,
         *   angle: 45,
         *   left: 400,
         *   top: 400,
         *   originX: 'left',
         *   originY: 'top',
         *   crossOrigin: 'anonymous'
         * });
         */
        setOverlayImage: function (image, callback, options) {
          return this.__setBgOverlayImage('overlayImage', image, callback, options);
        },

        /**
         * Sets {@link fabric.StaticCanvas#backgroundImage|background image} for this canvas
         * @param {(fabric.Image|String)} image fabric.Image instance or URL of an image to set background to
         * @param {Function} callback Callback to invoke when image is loaded and set as background
         * @param {Object} [options] Optional options to set for the {@link fabric.Image|background image}.
         * @return {fabric.Canvas} thisArg
         * @chainable
         * @see {@link http://jsfiddle.net/fabricjs/YH9yD/|jsFiddle demo}
         * @example <caption>Normal backgroundImage with left/top = 0</caption>
         * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {
         *   // Needed to position backgroundImage at 0/0
         *   originX: 'left',
         *   originY: 'top'
         * });
         * @example <caption>backgroundImage with different properties</caption>
         * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {
         *   opacity: 0.5,
         *   angle: 45,
         *   left: 400,
         *   top: 400,
         *   originX: 'left',
         *   originY: 'top'
         * });
         * @example <caption>Stretched backgroundImage #1 - width/height correspond to canvas width/height</caption>
         * fabric.Image.fromURL('http://fabricjs.com/assets/honey_im_subtle.png', function(img) {
         *    img.set({width: canvas.width, height: canvas.height, originX: 'left', originY: 'top'});
         *    canvas.setBackgroundImage(img, canvas.renderAll.bind(canvas));
         * });
         * @example <caption>Stretched backgroundImage #2 - width/height correspond to canvas width/height</caption>
         * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {
         *   width: canvas.width,
         *   height: canvas.height,
         *   // Needed to position backgroundImage at 0/0
         *   originX: 'left',
         *   originY: 'top'
         * });
         * @example <caption>backgroundImage loaded from cross-origin</caption>
         * canvas.setBackgroundImage('http://fabricjs.com/assets/honey_im_subtle.png', canvas.renderAll.bind(canvas), {
         *   opacity: 0.5,
         *   angle: 45,
         *   left: 400,
         *   top: 400,
         *   originX: 'left',
         *   originY: 'top',
         *   crossOrigin: 'anonymous'
         * });
         */
        setBackgroundImage: function (image, callback, options) {
          return this.__setBgOverlayImage('backgroundImage', image, callback, options);
        },

        /**
         * Sets {@link fabric.StaticCanvas#overlayColor|foreground color} for this canvas
         * @param {(String|fabric.Pattern)} overlayColor Color or pattern to set foreground color to
         * @param {Function} callback Callback to invoke when foreground color is set
         * @return {fabric.Canvas} thisArg
         * @chainable
         * @see {@link http://jsfiddle.net/fabricjs/pB55h/|jsFiddle demo}
         * @example <caption>Normal overlayColor - color value</caption>
         * canvas.setOverlayColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));
         * @example <caption>fabric.Pattern used as overlayColor</caption>
         * canvas.setOverlayColor({
         *   source: 'http://fabricjs.com/assets/escheresque_ste.png'
         * }, canvas.renderAll.bind(canvas));
         * @example <caption>fabric.Pattern used as overlayColor with repeat and offset</caption>
         * canvas.setOverlayColor({
         *   source: 'http://fabricjs.com/assets/escheresque_ste.png',
         *   repeat: 'repeat',
         *   offsetX: 200,
         *   offsetY: 100
         * }, canvas.renderAll.bind(canvas));
         */
        setOverlayColor: function(overlayColor, callback) {
          return this.__setBgOverlayColor('overlayColor', overlayColor, callback);
        },

        /**
         * Sets {@link fabric.StaticCanvas#backgroundColor|background color} for this canvas
         * @param {(String|fabric.Pattern)} backgroundColor Color or pattern to set background color to
         * @param {Function} callback Callback to invoke when background color is set
         * @return {fabric.Canvas} thisArg
         * @chainable
         * @see {@link http://jsfiddle.net/fabricjs/hXzvk/|jsFiddle demo}
         * @example <caption>Normal backgroundColor - color value</caption>
         * canvas.setBackgroundColor('rgba(255, 73, 64, 0.6)', canvas.renderAll.bind(canvas));
         * @example <caption>fabric.Pattern used as backgroundColor</caption>
         * canvas.setBackgroundColor({
         *   source: 'http://fabricjs.com/assets/escheresque_ste.png'
         * }, canvas.renderAll.bind(canvas));
         * @example <caption>fabric.Pattern used as backgroundColor with repeat and offset</caption>
         * canvas.setBackgroundColor({
         *   source: 'http://fabricjs.com/assets/escheresque_ste.png',
         *   repeat: 'repeat',
         *   offsetX: 200,
         *   offsetY: 100
         * }, canvas.renderAll.bind(canvas));
         */
        setBackgroundColor: function(backgroundColor, callback) {
          return this.__setBgOverlayColor('backgroundColor', backgroundColor, callback);
        },

        /**
         * @private
         * @see {@link http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-imagesmoothingenabled|WhatWG Canvas Standard}
         */
        _setImageSmoothing: function() {
          var ctx = this.getContext();

          ctx.imageSmoothingEnabled = ctx.imageSmoothingEnabled || ctx.webkitImageSmoothingEnabled
            || ctx.mozImageSmoothingEnabled || ctx.msImageSmoothingEnabled || ctx.oImageSmoothingEnabled;
          ctx.imageSmoothingEnabled = this.imageSmoothingEnabled;
        },

        /**
         * @private
         * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundImage|backgroundImage}
         * or {@link fabric.StaticCanvas#overlayImage|overlayImage})
         * @param {(fabric.Image|String|null)} image fabric.Image instance, URL of an image or null to set background or overlay to
         * @param {Function} callback Callback to invoke when image is loaded and set as background or overlay
         * @param {Object} [options] Optional options to set for the {@link fabric.Image|image}.
         */
        __setBgOverlayImage: function(property, image, callback, options) {
          if (typeof image === 'string') {
            fabric.util.loadImage(image, function(img) {
              img && (this[property] = new fabric.Image(img, options));
              callback && callback(img);
            }, this, options && options.crossOrigin);
          }
          else {
            options && image.setOptions(options);
            this[property] = image;
            callback && callback(image);
          }

          return this;
        },

        /**
         * @private
         * @param {String} property Property to set ({@link fabric.StaticCanvas#backgroundColor|backgroundColor}
         * or {@link fabric.StaticCanvas#overlayColor|overlayColor})
         * @param {(Object|String|null)} color Object with pattern information, color value or null
         * @param {Function} [callback] Callback is invoked when color is set
         */
        __setBgOverlayColor: function(property, color, callback) {
          this[property] = color;
          this._initGradient(color, property);
          this._initPattern(color, property, callback);
          return this;
        },

        /**
         * @private
         */
        _createCanvasElement: function() {
          var element = fabric.util.createCanvasElement();
          Iif (!element) {
            throw CANVAS_INIT_ERROR;
          }
          Iif (!element.style) {
            element.style = { };
          }
          Iif (typeof element.getContext === 'undefined') {
            throw CANVAS_INIT_ERROR;
          }
          return element;
        },

        /**
         * @private
         * @param {Object} [options] Options object
         */
        _initOptions: function (options) {
          this._setOptions(options);

          this.width = this.width || parseInt(this.lowerCanvasEl.width, 10) || 0;
          this.height = this.height || parseInt(this.lowerCanvasEl.height, 10) || 0;

          Iif (!this.lowerCanvasEl.style) {
            return;
          }

          this.lowerCanvasEl.width = this.width;
          this.lowerCanvasEl.height = this.height;

          this.lowerCanvasEl.style.width = this.width + 'px';
          this.lowerCanvasEl.style.height = this.height + 'px';

          this.viewportTransform = this.viewportTransform.slice();
        },

        /**
         * Creates a bottom canvas
         * @private
         * @param {HTMLElement} [canvasEl]
         */
        _createLowerCanvas: function (canvasEl) {
          // canvasEl === 'HTMLCanvasElement' does not work on jsdom/node
          if (canvasEl && canvasEl.getContext) {
            this.lowerCanvasEl = canvasEl;
          }
          else {
            this.lowerCanvasEl = fabric.util.getById(canvasEl) || this._createCanvasElement();
          }

          fabric.util.addClass(this.lowerCanvasEl, 'lower-canvas');

          if (this.interactive) {
            this._applyCanvasStyle(this.lowerCanvasEl);
          }

          this.contextContainer = this.lowerCanvasEl.getContext('2d');
        },

        /**
         * Returns canvas width (in px)
         * @return {Number}
         */
        getWidth: function () {
          return this.width;
        },

        /**
         * Returns canvas height (in px)
         * @return {Number}
         */
        getHeight: function () {
          return this.height;
        },

        /**
         * Sets width of this canvas instance
         * @param {Number|String} value                         Value to set width to
         * @param {Object}        [options]                     Options object
         * @param {Boolean}       [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions
         * @param {Boolean}       [options.cssOnly=false]       Set the given dimensions only as css dimensions
         * @return {fabric.Canvas} instance
         * @chainable true
         */
        setWidth: function (value, options) {
          return this.setDimensions({ width: value }, options);
        },

        /**
         * Sets height of this canvas instance
         * @param {Number|String} value                         Value to set height to
         * @param {Object}        [options]                     Options object
         * @param {Boolean}       [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions
         * @param {Boolean}       [options.cssOnly=false]       Set the given dimensions only as css dimensions
         * @return {fabric.Canvas} instance
         * @chainable true
         */
        setHeight: function (value, options) {
          return this.setDimensions({ height: value }, options);
        },

        /**
         * Sets dimensions (width, height) of this canvas instance. when options.cssOnly flag active you should also supply the unit of measure (px/%/em)
         * @param {Object}        dimensions                    Object with width/height properties
         * @param {Number|String} [dimensions.width]            Width of canvas element
         * @param {Number|String} [dimensions.height]           Height of canvas element
         * @param {Object}        [options]                     Options object
         * @param {Boolean}       [options.backstoreOnly=false] Set the given dimensions only as canvas backstore dimensions
         * @param {Boolean}       [options.cssOnly=false]       Set the given dimensions only as css dimensions
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        setDimensions: function (dimensions, options) {
          var cssValue;

          options = options || {};

          for (var prop in dimensions) {
            cssValue = dimensions[prop];

            if (!options.cssOnly) {
              this._setBackstoreDimension(prop, dimensions[prop]);
              cssValue += 'px';
            }

            if (!options.backstoreOnly) {
              this._setCssDimension(prop, cssValue);
            }
          }
          if (this._isCurrentlyDrawing) {
            this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles();
          }
          this._initRetinaScaling();
          this._setImageSmoothing();
          this.calcOffset();

          if (!options.cssOnly) {
            this.requestRenderAll();
          }

          return this;
        },

        /**
         * Helper for setting width/height
         * @private
         * @param {String} prop property (width|height)
         * @param {Number} value value to set property to
         * @return {fabric.Canvas} instance
         * @chainable true
         */
        _setBackstoreDimension: function (prop, value) {
          this.lowerCanvasEl[prop] = value;

          if (this.upperCanvasEl) {
            this.upperCanvasEl[prop] = value;
          }

          if (this.cacheCanvasEl) {
            this.cacheCanvasEl[prop] = value;
          }

          this[prop] = value;

          return this;
        },

        /**
         * Helper for setting css width/height
         * @private
         * @param {String} prop property (width|height)
         * @param {String} value value to set property to
         * @return {fabric.Canvas} instance
         * @chainable true
         */
        _setCssDimension: function (prop, value) {
          this.lowerCanvasEl.style[prop] = value;

          if (this.upperCanvasEl) {
            this.upperCanvasEl.style[prop] = value;
          }

          if (this.wrapperEl) {
            this.wrapperEl.style[prop] = value;
          }

          return this;
        },

        /**
         * Returns canvas zoom level
         * @return {Number}
         */
        getZoom: function () {
          return this.viewportTransform[0];
        },

        /**
         * Sets viewport transform of this canvas instance
         * @param {Array} vpt the transform in the form of context.transform
         * @return {fabric.Canvas} instance
         * @chainable true
         */
        setViewportTransform: function (vpt) {
          var activeObject = this._activeObject, object, ignoreVpt = false, skipAbsolute = true, i, len;
          this.viewportTransform = vpt;
          for (i = 0, len = this._objects.length; i < len; i++) {
            object = this._objects[i];
            object.group || object.setCoords(ignoreVpt, skipAbsolute);
          }
          Iif (activeObject && activeObject.type === 'activeSelection') {
            activeObject.setCoords(ignoreVpt, skipAbsolute);
          }
          this.calcViewportBoundaries();
          this.renderOnAddRemove && this.requestRenderAll();
          return this;
        },

        /**
         * Sets zoom level of this canvas instance, zoom centered around point
         * @param {fabric.Point} point to zoom with respect to
         * @param {Number} value to set zoom to, less than 1 zooms out
         * @return {fabric.Canvas} instance
         * @chainable true
         */
        zoomToPoint: function (point, value) {
          // TODO: just change the scale, preserve other transformations
          var before = point, vpt = this.viewportTransform.slice(0);
          point = transformPoint(point, invertTransform(this.viewportTransform));
          vpt[0] = value;
          vpt[3] = value;
          var after = transformPoint(point, vpt);
          vpt[4] += before.x - after.x;
          vpt[5] += before.y - after.y;
          return this.setViewportTransform(vpt);
        },

        /**
         * Sets zoom level of this canvas instance
         * @param {Number} value to set zoom to, less than 1 zooms out
         * @return {fabric.Canvas} instance
         * @chainable true
         */
        setZoom: function (value) {
          this.zoomToPoint(new fabric.Point(0, 0), value);
          return this;
        },

        /**
         * Pan viewport so as to place point at top left corner of canvas
         * @param {fabric.Point} point to move to
         * @return {fabric.Canvas} instance
         * @chainable true
         */
        absolutePan: function (point) {
          var vpt = this.viewportTransform.slice(0);
          vpt[4] = -point.x;
          vpt[5] = -point.y;
          return this.setViewportTransform(vpt);
        },

        /**
         * Pans viewpoint relatively
         * @param {fabric.Point} point (position vector) to move by
         * @return {fabric.Canvas} instance
         * @chainable true
         */
        relativePan: function (point) {
          return this.absolutePan(new fabric.Point(
            -point.x - this.viewportTransform[4],
            -point.y - this.viewportTransform[5]
          ));
        },

        /**
         * Returns &lt;canvas> element corresponding to this instance
         * @return {HTMLCanvasElement}
         */
        getElement: function () {
          return this.lowerCanvasEl;
        },

        /**
         * @private
         * @param {fabric.Object} obj Object that was added
         */
        _onObjectAdded: function(obj) {
          this.stateful && obj.setupState();
          obj._set('canvas', this);
          obj.setCoords();
          this.fire('object:added', { target: obj });
          obj.fire('added');
        },

        /**
         * @private
         * @param {fabric.Object} obj Object that was removed
         */
        _onObjectRemoved: function(obj) {
          this.fire('object:removed', { target: obj });
          obj.fire('removed');
          delete obj.canvas;
        },

        /**
         * Clears specified context of canvas element
         * @param {CanvasRenderingContext2D} ctx Context to clear
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        clearContext: function(ctx) {
          ctx.clearRect(0, 0, this.width, this.height);
          return this;
        },

        /**
         * Returns context of canvas where objects are drawn
         * @return {CanvasRenderingContext2D}
         */
        getContext: function () {
          return this.contextContainer;
        },

        /**
         * Clears all contexts (background, main, top) of an instance
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        clear: function () {
          this._objects.length = 0;
          this.backgroundImage = null;
          this.overlayImage = null;
          this.backgroundColor = '';
          this.overlayColor = '';
          if (this._hasITextHandlers) {
            this.off('mouse:up', this._mouseUpITextHandler);
            this._iTextInstances = null;
            this._hasITextHandlers = false;
          }
          this.clearContext(this.contextContainer);
          this.fire('canvas:cleared');
          this.renderOnAddRemove && this.requestRenderAll();
          return this;
        },

        /**
         * Renders the canvas
         * @return {fabric.Canvas} instance
         * @chainable
         */
        renderAll: function () {
          var canvasToDrawOn = this.contextContainer;
          this.renderCanvas(canvasToDrawOn, this._objects);
          return this;
        },

        /**
         * Function created to be instance bound at initialization
         * used in requestAnimationFrame rendering
         * @return {fabric.Canvas} instance
         * @chainable
         */
        renderAndReset: function() {
          this.isRendering = 0;
          this.renderAll();
        },

        /**
         * Append a renderAll request to next animation frame.
         * a boolean flag will avoid appending more.
         * @return {fabric.Canvas} instance
         * @chainable
         */
        requestRenderAll: function () {
          if (!this.isRendering) {
            this.isRendering = fabric.util.requestAnimFrame(this.renderAndResetBound);
          }
          return this;
        },

        /**
         * Calculate the position of the 4 corner of canvas with current viewportTransform.
         * helps to determinate when an object is in the current rendering viewport using
         * object absolute coordinates ( aCoords )
         * @return {Object} points.tl
         * @chainable
         */
        calcViewportBoundaries: function() {
          var points = { }, width = this.width, height = this.height,
              iVpt = invertTransform(this.viewportTransform);
          points.tl = transformPoint({ x: 0, y: 0 }, iVpt);
          points.br = transformPoint({ x: width, y: height }, iVpt);
          points.tr = new fabric.Point(points.br.x, points.tl.y);
          points.bl = new fabric.Point(points.tl.x, points.br.y);
          this.vptCoords = points;
          return points;
        },

        /**
         * Renders background, objects, overlay and controls.
         * @param {CanvasRenderingContext2D} ctx
         * @param {Array} objects to render
         * @return {fabric.Canvas} instance
         * @chainable
         */
        renderCanvas: function(ctx, objects) {
          var v = this.viewportTransform;
          if (this.isRendering) {
            fabric.util.cancelAnimFrame(this.isRendering);
            this.isRendering = 0;
          }
          this.calcViewportBoundaries();
          this.clearContext(ctx);
          this.fire('before:render');
          if (this.clipTo) {
            fabric.util.clipContext(this, ctx);
          }
          this._renderBackground(ctx);

          ctx.save();
          //apply viewport transform once for all rendering process
          ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
          this._renderObjects(ctx, objects);
          ctx.restore();
          if (!this.controlsAboveOverlay && this.interactive) {
            this.drawControls(ctx);
          }
          if (this.clipTo) {
            ctx.restore();
          }
          this._renderOverlay(ctx);
          if (this.controlsAboveOverlay && this.interactive) {
            this.drawControls(ctx);
          }
          this.fire('after:render');
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {Array} objects to render
         */
        _renderObjects: function(ctx, objects) {
          var i, len;
          for (i = 0, len = objects.length; i < len; ++i) {
            objects[i] && objects[i].render(ctx);
          }
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {string} property 'background' or 'overlay'
         */
        _renderBackgroundOrOverlay: function(ctx, property) {
          var object = this[property + 'Color'], v;
          if (object) {
            ctx.fillStyle = object.toLive
              ? object.toLive(ctx, this)
              : object;

            ctx.fillRect(
              object.offsetX || 0,
              object.offsetY || 0,
              this.width,
              this.height);
          }
          object = this[property + 'Image'];
          if (object) {
            Eif (this[property + 'Vpt']) {
              v = this.viewportTransform;
              ctx.save();
              ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
            }
            object.render(ctx);
            this[property + 'Vpt'] && ctx.restore();
          }
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderBackground: function(ctx) {
          this._renderBackgroundOrOverlay(ctx, 'background');
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderOverlay: function(ctx) {
          this._renderBackgroundOrOverlay(ctx, 'overlay');
        },

        /**
         * Returns coordinates of a center of canvas.
         * Returned value is an object with top and left properties
         * @return {Object} object with "top" and "left" number values
         */
        getCenter: function () {
          return {
            top: this.height / 2,
            left: this.width / 2
          };
        },

        /**
         * Centers object horizontally in the canvas
         * @param {fabric.Object} object Object to center horizontally
         * @return {fabric.Canvas} thisArg
         */
        centerObjectH: function (object) {
          return this._centerObject(object, new fabric.Point(this.getCenter().left, object.getCenterPoint().y));
        },

        /**
         * Centers object vertically in the canvas
         * @param {fabric.Object} object Object to center vertically
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        centerObjectV: function (object) {
          return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, this.getCenter().top));
        },

        /**
         * Centers object vertically and horizontally in the canvas
         * @param {fabric.Object} object Object to center vertically and horizontally
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        centerObject: function(object) {
          var center = this.getCenter();

          return this._centerObject(object, new fabric.Point(center.left, center.top));
        },

        /**
         * Centers object vertically and horizontally in the viewport
         * @param {fabric.Object} object Object to center vertically and horizontally
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        viewportCenterObject: function(object) {
          var vpCenter = this.getVpCenter();

          return this._centerObject(object, vpCenter);
        },

        /**
         * Centers object horizontally in the viewport, object.top is unchanged
         * @param {fabric.Object} object Object to center vertically and horizontally
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        viewportCenterObjectH: function(object) {
          var vpCenter = this.getVpCenter();
          this._centerObject(object, new fabric.Point(vpCenter.x, object.getCenterPoint().y));
          return this;
        },

        /**
         * Centers object Vertically in the viewport, object.top is unchanged
         * @param {fabric.Object} object Object to center vertically and horizontally
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        viewportCenterObjectV: function(object) {
          var vpCenter = this.getVpCenter();

          return this._centerObject(object, new fabric.Point(object.getCenterPoint().x, vpCenter.y));
        },

        /**
         * Calculate the point in canvas that correspond to the center of actual viewport.
         * @return {fabric.Point} vpCenter, viewport center
         * @chainable
         */
        getVpCenter: function() {
          var center = this.getCenter(),
              iVpt = invertTransform(this.viewportTransform);
          return transformPoint({ x: center.left, y: center.top }, iVpt);
        },

        /**
         * @private
         * @param {fabric.Object} object Object to center
         * @param {fabric.Point} center Center point
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        _centerObject: function(object, center) {
          object.setPositionByOrigin(center, 'center', 'center');
          object.setCoords();
          this.renderOnAddRemove && this.requestRenderAll();
          return this;
        },

        /**
         * Returs dataless JSON representation of canvas
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {String} json string
         */
        toDatalessJSON: function (propertiesToInclude) {
          return this.toDatalessObject(propertiesToInclude);
        },

        /**
         * Returns object representation of canvas
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toObject: function (propertiesToInclude) {
          return this._toObjectMethod('toObject', propertiesToInclude);
        },

        /**
         * Returns dataless object representation of canvas
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toDatalessObject: function (propertiesToInclude) {
          return this._toObjectMethod('toDatalessObject', propertiesToInclude);
        },

        /**
         * @private
         */
        _toObjectMethod: function (methodName, propertiesToInclude) {

          var data = {
            version: fabric.version,
            objects: this._toObjects(methodName, propertiesToInclude)
          };

          extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));

          fabric.util.populateWithProperties(this, data, propertiesToInclude);

          return data;
        },

        /**
         * @private
         */
        _toObjects: function(methodName, propertiesToInclude) {
          return this.getObjects().filter(function(object) {
            return !object.excludeFromExport;
          }).map(function(instance) {
            return this._toObject(instance, methodName, propertiesToInclude);
          }, this);
        },

        /**
         * @private
         */
        _toObject: function(instance, methodName, propertiesToInclude) {
          var originalValue;

          if (!this.includeDefaultValues) {
            originalValue = instance.includeDefaultValues;
            instance.includeDefaultValues = false;
          }

          var object = instance[methodName](propertiesToInclude);
          if (!this.includeDefaultValues) {
            instance.includeDefaultValues = originalValue;
          }
          return object;
        },

        /**
         * @private
         */
        __serializeBgOverlay: function(methodName, propertiesToInclude) {
          var data = { }, bgImage = this.backgroundImage, overlay = this.overlayImage;

          if (this.backgroundColor) {
            data.background = this.backgroundColor.toObject
              ? this.backgroundColor.toObject(propertiesToInclude)
              : this.backgroundColor;
          }

          if (this.overlayColor) {
            data.overlay = this.overlayColor.toObject
              ? this.overlayColor.toObject(propertiesToInclude)
              : this.overlayColor;
          }
          if (bgImage && !bgImage.excludeFromExport) {
            data.backgroundImage = this._toObject(bgImage, methodName, propertiesToInclude);
          }
          if (overlay && !overlay.excludeFromExport) {
            data.overlayImage = this._toObject(overlay, methodName, propertiesToInclude);
          }

          return data;
        },

        /* _TO_SVG_START_ */
        /**
         * When true, getSvgTransform() will apply the StaticCanvas.viewportTransform to the SVG transformation. When true,
         * a zoomed canvas will then produce zoomed SVG output.
         * @type Boolean
         * @default
         */
        svgViewportTransformation: true,

        /**
         * Returns SVG representation of canvas
         * @function
         * @param {Object} [options] Options object for SVG output
         * @param {Boolean} [options.suppressPreamble=false] If true xml tag is not included
         * @param {Object} [options.viewBox] SVG viewbox object
         * @param {Number} [options.viewBox.x] x-cooridnate of viewbox
         * @param {Number} [options.viewBox.y] y-coordinate of viewbox
         * @param {Number} [options.viewBox.width] Width of viewbox
         * @param {Number} [options.viewBox.height] Height of viewbox
         * @param {String} [options.encoding=UTF-8] Encoding of SVG output
         * @param {String} [options.width] desired width of svg with or without units
         * @param {String} [options.height] desired height of svg with or without units
         * @param {Function} [reviver] Method for further parsing of svg elements, called after each fabric object converted into svg representation.
         * @return {String} SVG string
         * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}
         * @see {@link http://jsfiddle.net/fabricjs/jQ3ZZ/|jsFiddle demo}
         * @example <caption>Normal SVG output</caption>
         * var svg = canvas.toSVG();
         * @example <caption>SVG output without preamble (without &lt;?xml ../>)</caption>
         * var svg = canvas.toSVG({suppressPreamble: true});
         * @example <caption>SVG output with viewBox attribute</caption>
         * var svg = canvas.toSVG({
         *   viewBox: {
         *     x: 100,
         *     y: 100,
         *     width: 200,
         *     height: 300
         *   }
         * });
         * @example <caption>SVG output with different encoding (default: UTF-8)</caption>
         * var svg = canvas.toSVG({encoding: 'ISO-8859-1'});
         * @example <caption>Modify SVG output with reviver function</caption>
         * var svg = canvas.toSVG(null, function(svg) {
         *   return svg.replace('stroke-dasharray: ; stroke-linecap: butt; stroke-linejoin: miter; stroke-miterlimit: 10; ', '');
         * });
         */
        toSVG: function(options, reviver) {
          options || (options = { });

          var markup = [];

          this._setSVGPreamble(markup, options);
          this._setSVGHeader(markup, options);

          this._setSVGBgOverlayColor(markup, 'backgroundColor');
          this._setSVGBgOverlayImage(markup, 'backgroundImage', reviver);

          this._setSVGObjects(markup, reviver);

          this._setSVGBgOverlayColor(markup, 'overlayColor');
          this._setSVGBgOverlayImage(markup, 'overlayImage', reviver);

          markup.push('</svg>');

          return markup.join('');
        },

        /**
         * @private
         */
        _setSVGPreamble: function(markup, options) {
          if (options.suppressPreamble) {
            return;
          }
          markup.push(
            '<?xml version="1.0" encoding="', (options.encoding || 'UTF-8'), '" standalone="no" ?>\n',
            '<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" ',
            '"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">\n'
          );
        },

        /**
         * @private
         */
        _setSVGHeader: function(markup, options) {
          var width = options.width || this.width,
              height = options.height || this.height,
              vpt, viewBox = 'viewBox="0 0 ' + this.width + ' ' + this.height + '" ',
              NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;

          if (options.viewBox) {
            viewBox = 'viewBox="' +
                    options.viewBox.x + ' ' +
                    options.viewBox.y + ' ' +
                    options.viewBox.width + ' ' +
                    options.viewBox.height + '" ';
          }
          else {
            Eif (this.svgViewportTransformation) {
              vpt = this.viewportTransform;
              viewBox = 'viewBox="' +
                      toFixed(-vpt[4] / vpt[0], NUM_FRACTION_DIGITS) + ' ' +
                      toFixed(-vpt[5] / vpt[3], NUM_FRACTION_DIGITS) + ' ' +
                      toFixed(this.width / vpt[0], NUM_FRACTION_DIGITS) + ' ' +
                      toFixed(this.height / vpt[3], NUM_FRACTION_DIGITS) + '" ';
            }
          }

          markup.push(
            '<svg ',
            'xmlns="http://www.w3.org/2000/svg" ',
            'xmlns:xlink="http://www.w3.org/1999/xlink" ',
            'version="1.1" ',
            'width="', width, '" ',
            'height="', height, '" ',
            viewBox,
            'xml:space="preserve">\n',
            '<desc>Created with Fabric.js ', fabric.version, '</desc>\n',
            '<defs>\n',
            this.createSVGFontFacesMarkup(),
            this.createSVGRefElementsMarkup(),
            '</defs>\n'
          );
        },

        /**
         * Creates markup containing SVG referenced elements like patterns, gradients etc.
         * @return {String}
         */
        createSVGRefElementsMarkup: function() {
          var _this = this,
              markup = ['backgroundColor', 'overlayColor'].map(function(prop) {
                var fill = _this[prop];
                Iif (fill && fill.toLive) {
                  return fill.toSVG(_this, false);
                }
              });
          return markup.join('');
        },

        /**
         * Creates markup containing SVG font faces,
         * font URLs for font faces must be collected by developers
         * and are not extracted from the DOM by fabricjs
         * @param {Array} objects Array of fabric objects
         * @return {String}
         */
        createSVGFontFacesMarkup: function() {
          var markup = '', fontList = { }, obj, fontFamily,
              style, row, rowIndex, _char, charIndex, i, len,
              fontPaths = fabric.fontPaths, objects = this.getObjects();

          for (i = 0, len = objects.length; i < len; i++) {
            obj = objects[i];
            fontFamily = obj.fontFamily;
            if (obj.type.indexOf('text') === -1 || fontList[fontFamily] || !fontPaths[fontFamily]) {
              continue;
            }
            fontList[fontFamily] = true;
            Iif (!obj.styles) {
              continue;
            }
            style = obj.styles;
            for (rowIndex in style) {
              row = style[rowIndex];
              for (charIndex in row) {
                _char = row[charIndex];
                fontFamily = _char.fontFamily;
                if (!fontList[fontFamily] && fontPaths[fontFamily]) {
                  fontList[fontFamily] = true;
                }
              }
            }
          }

          for (var j in fontList) {
            markup += [
              '\t\t@font-face {\n',
              '\t\t\tfont-family: \'', j, '\';\n',
              '\t\t\tsrc: url(\'', fontPaths[j], '\');\n',
              '\t\t}\n'
            ].join('');
          }

          if (markup) {
            markup = [
              '\t<style type="text/css">',
              '<![CDATA[\n',
              markup,
              ']]>',
              '</style>\n'
            ].join('');
          }

          return markup;
        },

        /**
         * @private
         */
        _setSVGObjects: function(markup, reviver) {
          var instance, i, len, objects = this.getObjects();
          for (i = 0, len = objects.length; i < len; i++) {
            instance = objects[i];
            if (instance.excludeFromExport) {
              continue;
            }
            this._setSVGObject(markup, instance, reviver);
          }
        },

        /**
         * @private
         */
        _setSVGObject: function(markup, instance, reviver) {
          markup.push(instance.toSVG(reviver));
        },

        /**
         * @private
         */
        _setSVGBgOverlayImage: function(markup, property, reviver) {
          if (this[property] && this[property].toSVG) {
            markup.push(this[property].toSVG(reviver));
          }
        },

        /**
         * @private
         */
        _setSVGBgOverlayColor: function(markup, property) {
          var filler = this[property];
          Eif (!filler) {
            return;
          }
          if (filler.toLive) {
            var repeat = filler.repeat;
            markup.push(
              '<rect transform="translate(', this.width / 2, ',', this.height / 2, ')"',
              ' x="', filler.offsetX - this.width / 2, '" y="', filler.offsetY - this.height / 2, '" ',
              'width="',
              (repeat === 'repeat-y' || repeat === 'no-repeat'
                ? filler.source.width
                : this.width),
              '" height="',
              (repeat === 'repeat-x' || repeat === 'no-repeat'
                ? filler.source.height
                : this.height),
              '" fill="url(#SVGID_' + filler.id + ')"',
              '></rect>\n'
            );
          }
          else {
            markup.push(
              '<rect x="0" y="0" ',
              'width="', this.width,
              '" height="', this.height,
              '" fill="', this[property], '"',
              '></rect>\n'
            );
          }
        },
        /* _TO_SVG_END_ */

        /**
         * Moves an object or the objects of a multiple selection
         * to the bottom of the stack of drawn objects
         * @param {fabric.Object} object Object to send to back
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        sendToBack: function (object) {
          Iif (!object) {
            return this;
          }
          var activeSelection = this._activeObject,
              i, obj, objs;
          if (object === activeSelection && object.type === 'activeSelection') {
            objs = activeSelection._objects;
            for (i = objs.length; i--;) {
              obj = objs[i];
              removeFromArray(this._objects, obj);
              this._objects.unshift(obj);
            }
          }
          else {
            removeFromArray(this._objects, object);
            this._objects.unshift(object);
          }
          this.renderOnAddRemove && this.requestRenderAll();
          return this;
        },

        /**
         * Moves an object or the objects of a multiple selection
         * to the top of the stack of drawn objects
         * @param {fabric.Object} object Object to send
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        bringToFront: function (object) {
          Iif (!object) {
            return this;
          }
          var activeSelection = this._activeObject,
              i, obj, objs;
          if (object === activeSelection && object.type === 'activeSelection') {
            objs = activeSelection._objects;
            for (i = 0; i < objs.length; i++) {
              obj = objs[i];
              removeFromArray(this._objects, obj);
              this._objects.push(obj);
            }
          }
          else {
            removeFromArray(this._objects, object);
            this._objects.push(object);
          }
          this.renderOnAddRemove && this.requestRenderAll();
          return this;
        },

        /**
         * Moves an object or a selection down in stack of drawn objects
         * An optional paramter, intersecting allowes to move the object in behind
         * the first intersecting object. Where intersection is calculated with
         * bounding box. If no intersection is found, there will not be change in the
         * stack.
         * @param {fabric.Object} object Object to send
         * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        sendBackwards: function (object, intersecting) {
          Iif (!object) {
            return this;
          }
          var activeSelection = this._activeObject,
              i, obj, idx, newIdx, objs, objsMoved = 0;

          if (object === activeSelection && object.type === 'activeSelection') {
            objs = activeSelection._objects;
            for (i = 0; i < objs.length; i++) {
              obj = objs[i];
              idx = this._objects.indexOf(obj);
              if (idx > 0 + objsMoved) {
                newIdx = idx - 1;
                removeFromArray(this._objects, obj);
                this._objects.splice(newIdx, 0, obj);
              }
              objsMoved++;
            }
          }
          else {
            idx = this._objects.indexOf(object);
            if (idx !== 0) {
              // if object is not on the bottom of stack
              newIdx = this._findNewLowerIndex(object, idx, intersecting);
              removeFromArray(this._objects, object);
              this._objects.splice(newIdx, 0, object);
            }
          }
          this.renderOnAddRemove && this.requestRenderAll();
          return this;
        },

        /**
         * @private
         */
        _findNewLowerIndex: function(object, idx, intersecting) {
          var newIdx, i;

          Iif (intersecting) {
            newIdx = idx;

            // traverse down the stack looking for the nearest intersecting object
            for (i = idx - 1; i >= 0; --i) {

              var isIntersecting = object.intersectsWithObject(this._objects[i]) ||
                                   object.isContainedWithinObject(this._objects[i]) ||
                                   this._objects[i].isContainedWithinObject(object);

              if (isIntersecting) {
                newIdx = i;
                break;
              }
            }
          }
          else {
            newIdx = idx - 1;
          }

          return newIdx;
        },

        /**
         * Moves an object or a selection up in stack of drawn objects
         * An optional paramter, intersecting allowes to move the object in front
         * of the first intersecting object. Where intersection is calculated with
         * bounding box. If no intersection is found, there will not be change in the
         * stack.
         * @param {fabric.Object} object Object to send
         * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        bringForward: function (object, intersecting) {
          Iif (!object) {
            return this;
          }
          var activeSelection = this._activeObject,
              i, obj, idx, newIdx, objs, objsMoved = 0;

          if (object === activeSelection && object.type === 'activeSelection') {
            objs = activeSelection._objects;
            for (i = objs.length; i--;) {
              obj = objs[i];
              idx = this._objects.indexOf(obj);
              if (idx < this._objects.length - 1 - objsMoved) {
                newIdx = idx + 1;
                removeFromArray(this._objects, obj);
                this._objects.splice(newIdx, 0, obj);
              }
              objsMoved++;
            }
          }
          else {
            idx = this._objects.indexOf(object);
            if (idx !== this._objects.length - 1) {
              // if object is not on top of stack (last item in an array)
              newIdx = this._findNewUpperIndex(object, idx, intersecting);
              removeFromArray(this._objects, object);
              this._objects.splice(newIdx, 0, object);
            }
          }
          this.renderOnAddRemove && this.requestRenderAll();
          return this;
        },

        /**
         * @private
         */
        _findNewUpperIndex: function(object, idx, intersecting) {
          var newIdx, i, len;

          Iif (intersecting) {
            newIdx = idx;

            // traverse up the stack looking for the nearest intersecting object
            for (i = idx + 1, len = this._objects.length; i < len; ++i) {

              var isIntersecting = object.intersectsWithObject(this._objects[i]) ||
                                   object.isContainedWithinObject(this._objects[i]) ||
                                   this._objects[i].isContainedWithinObject(object);

              if (isIntersecting) {
                newIdx = i;
                break;
              }
            }
          }
          else {
            newIdx = idx + 1;
          }

          return newIdx;
        },

        /**
         * Moves an object to specified level in stack of drawn objects
         * @param {fabric.Object} object Object to send
         * @param {Number} index Position to move to
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        moveTo: function (object, index) {
          removeFromArray(this._objects, object);
          this._objects.splice(index, 0, object);
          return this.renderOnAddRemove && this.requestRenderAll();
        },

        /**
         * Clears a canvas element and dispose objects
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        dispose: function () {
          this.forEachObject(function(object) {
            object.dispose && object.dispose();
          });
          this._objects = [];
          this.backgroundImage = null;
          this.overlayImage = null;
          this._iTextInstances = null;
          this.lowerCanvasEl = null;
          this.cacheCanvasEl = null;
          return this;
        },

        /**
         * Returns a string representation of an instance
         * @return {String} string representation of an instance
         */
        toString: function () {
          return '#<fabric.Canvas (' + this.complexity() + '): ' +
                   '{ objects: ' + this.getObjects().length + ' }>';
        }
      });

      extend(fabric.StaticCanvas.prototype, fabric.Observable);
      extend(fabric.StaticCanvas.prototype, fabric.Collection);
      extend(fabric.StaticCanvas.prototype, fabric.DataURLExporter);

      extend(fabric.StaticCanvas, /** @lends fabric.StaticCanvas */ {

        /**
         * @static
         * @type String
         * @default
         */
        EMPTY_JSON: '{"objects": [], "background": "white"}',

        /**
         * Provides a way to check support of some of the canvas methods
         * (either those of HTMLCanvasElement itself, or rendering context)
         *
         * @param {String} methodName Method to check support for;
         *                            Could be one of "getImageData", "toDataURL", "toDataURLWithQuality" or "setLineDash"
         * @return {Boolean | null} `true` if method is supported (or at least exists),
         *                          `null` if canvas element or context can not be initialized
         */
        supports: function (methodName) {
          var el = fabric.util.createCanvasElement();

          Iif (!el || !el.getContext) {
            return null;
          }

          var ctx = el.getContext('2d');
          Iif (!ctx) {
            return null;
          }

          switch (methodName) {

            case 'getImageData':
              return typeof ctx.getImageData !== 'undefined';

            case 'setLineDash':
              return typeof ctx.setLineDash !== 'undefined';

            case 'toDataURL':
              return typeof el.toDataURL !== 'undefined';

            case 'toDataURLWithQuality':
              try {
                el.toDataURL('image/jpeg', 0);
                return true;
              }
              catch (e) { }
              return false;

            default:
              return null;
          }
        }
      });

      /**
       * Returns JSON representation of canvas
       * @function
       * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
       * @return {String} JSON string
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#serialization}
       * @see {@link http://jsfiddle.net/fabricjs/pec86/|jsFiddle demo}
       * @example <caption>JSON without additional properties</caption>
       * var json = canvas.toJSON();
       * @example <caption>JSON with additional properties included</caption>
       * var json = canvas.toJSON(['lockMovementX', 'lockMovementY', 'lockRotation', 'lockScalingX', 'lockScalingY', 'lockUniScaling']);
       * @example <caption>JSON without default values</caption>
       * canvas.includeDefaultValues = false;
       * var json = canvas.toJSON();
       */
      fabric.StaticCanvas.prototype.toJSON = fabric.StaticCanvas.prototype.toObject;

      Eif (fabric.isLikelyNode) {
        fabric.StaticCanvas.prototype.createPNGStream = function() {
          var impl = fabric.util.getNodeCanvas(this.lowerCanvasEl);
          return impl && impl.createPNGStream();
        };
        fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {
          var impl = fabric.util.getNodeCanvas(this.lowerCanvasEl);
          return impl && impl.createJPEGStream(opts);
        };
      }
    })();

    /**
     * BaseBrush class
     * @class fabric.BaseBrush
     * @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}
     */
    fabric.BaseBrush = fabric.util.createClass(/** @lends fabric.BaseBrush.prototype */ {

      /**
       * Color of a brush
       * @type String
       * @default
       */
      color: 'rgb(0, 0, 0)',

      /**
       * Width of a brush, has to be a Number, no string literals
       * @type Number
       * @default
       */
      width: 1,

      /**
       * Shadow object representing shadow of this shape.
       * <b>Backwards incompatibility note:</b> This property replaces "shadowColor" (String), "shadowOffsetX" (Number),
       * "shadowOffsetY" (Number) and "shadowBlur" (Number) since v1.2.12
       * @type fabric.Shadow
       * @default
       */
      shadow: null,

      /**
       * Line endings style of a brush (one of "butt", "round", "square")
       * @type String
       * @default
       */
      strokeLineCap: 'round',

      /**
       * Corner style of a brush (one of "bevel", "round", "miter")
       * @type String
       * @default
       */
      strokeLineJoin: 'round',

      /**
       * Maximum miter length (used for strokeLineJoin = "miter") of a brush's
       * @type Number
       * @default
       */
      strokeMiterLimit:         10,

      /**
       * Stroke Dash Array.
       * @type Array
       * @default
       */
      strokeDashArray: null,

      /**
       * Sets shadow of an object
       * @param {Object|String} [options] Options object or string (e.g. "2px 2px 10px rgba(0,0,0,0.2)")
       * @return {fabric.Object} thisArg
       * @chainable
       */
      setShadow: function(options) {
        this.shadow = new fabric.Shadow(options);
        return this;
      },

      /**
       * Sets brush styles
       * @private
       */
      _setBrushStyles: function() {
        var ctx = this.canvas.contextTop;
        ctx.strokeStyle = this.color;
        ctx.lineWidth = this.width;
        ctx.lineCap = this.strokeLineCap;
        ctx.miterLimit = this.strokeMiterLimit;
        ctx.lineJoin = this.strokeLineJoin;
        Iif (this.strokeDashArray && fabric.StaticCanvas.supports('setLineDash')) {
          ctx.setLineDash(this.strokeDashArray);
        }
      },

      /**
       * Sets brush shadow styles
       * @private
       */
      _setShadow: function() {
        Eif (!this.shadow) {
          return;
        }

        var ctx = this.canvas.contextTop,
            zoom = this.canvas.getZoom();

        ctx.shadowColor = this.shadow.color;
        ctx.shadowBlur = this.shadow.blur * zoom;
        ctx.shadowOffsetX = this.shadow.offsetX * zoom;
        ctx.shadowOffsetY = this.shadow.offsetY * zoom;
      },

      /**
       * Removes brush shadow styles
       * @private
       */
      _resetShadow: function() {
        var ctx = this.canvas.contextTop;

        ctx.shadowColor = '';
        ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;
      }
    });

    (function() {

      /**
       * PencilBrush class
       * @class fabric.PencilBrush
       * @extends fabric.BaseBrush
       */
      fabric.PencilBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.PencilBrush.prototype */ {

        /**
         * Constructor
         * @param {fabric.Canvas} canvas
         * @return {fabric.PencilBrush} Instance of a pencil brush
         */
        initialize: function(canvas) {
          this.canvas = canvas;
          this._points = [];
        },

        /**
         * Inovoked on mouse down
         * @param {Object} pointer
         */
        onMouseDown: function(pointer) {
          this._prepareForDrawing(pointer);
          // capture coordinates immediately
          // this allows to draw dots (when movement never occurs)
          this._captureDrawingPath(pointer);
          this._render();
        },

        /**
         * Inovoked on mouse move
         * @param {Object} pointer
         */
        onMouseMove: function(pointer) {
          this._captureDrawingPath(pointer);
          // redraw curve
          // clear top canvas
          this.canvas.clearContext(this.canvas.contextTop);
          this._render();
        },

        /**
         * Invoked on mouse up
         */
        onMouseUp: function() {
          this._finalizeAndAddPath();
        },

        /**
         * @private
         * @param {Object} pointer Actual mouse position related to the canvas.
         */
        _prepareForDrawing: function(pointer) {

          var p = new fabric.Point(pointer.x, pointer.y);

          this._reset();
          this._addPoint(p);

          this.canvas.contextTop.moveTo(p.x, p.y);
        },

        /**
         * @private
         * @param {fabric.Point} point Point to be added to points array
         */
        _addPoint: function(point) {
          if (this._points.length > 1 && point.eq(this._points[this._points.length - 1])) {
            return;
          }
          this._points.push(point);
        },

        /**
         * Clear points array and set contextTop canvas style.
         * @private
         */
        _reset: function() {
          this._points.length = 0;

          this._setBrushStyles();
          this._setShadow();
        },

        /**
         * @private
         * @param {Object} pointer Actual mouse position related to the canvas.
         */
        _captureDrawingPath: function(pointer) {
          var pointerPoint = new fabric.Point(pointer.x, pointer.y);
          this._addPoint(pointerPoint);
        },

        /**
         * Draw a smooth path on the topCanvas using quadraticCurveTo
         * @private
         */
        _render: function() {
          var ctx  = this.canvas.contextTop, i, len,
              v = this.canvas.viewportTransform,
              p1 = this._points[0],
              p2 = this._points[1];

          ctx.save();
          ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
          ctx.beginPath();
          //if we only have 2 points in the path and they are the same
          //it means that the user only clicked the canvas without moving the mouse
          //then we should be drawing a dot. A path isn't drawn between two identical dots
          //that's why we set them apart a bit
          if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {
            var width = this.width / 1000;
            p1 = new fabric.Point(p1.x, p1.y);
            p2 = new fabric.Point(p2.x, p2.y);
            p1.x -= width;
            p2.x += width;
          }
          ctx.moveTo(p1.x, p1.y);

          for (i = 1, len = this._points.length; i < len; i++) {
            // we pick the point between pi + 1 & pi + 2 as the
            // end point and p1 as our control point.
            var midPoint = p1.midPointFrom(p2);
            ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);

            p1 = this._points[i];
            p2 = this._points[i + 1];
          }
          // Draw last line as a straight line while
          // we wait for the next point to be able to calculate
          // the bezier control point
          ctx.lineTo(p1.x, p1.y);
          ctx.stroke();
          ctx.restore();
        },

        /**
         * Converts points to SVG path
         * @param {Array} points Array of points
         * @return {String} SVG path
         */
        convertPointsToSVGPath: function(points) {
          var path = [], i, width = this.width / 1000,
              p1 = new fabric.Point(points[0].x, points[0].y),
              p2 = new fabric.Point(points[1].x, points[1].y),
              len = points.length, multSignX = 1, multSignY = 1, manyPoints = len > 2;

          if (manyPoints) {
            multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1;
            multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1;
          }
          path.push('M ', p1.x - multSignX * width, ' ', p1.y - multSignY * width, ' ');
          for (i = 1; i < len; i++) {
            if (!p1.eq(p2)) {
              var midPoint = p1.midPointFrom(p2);
              // p1 is our bezier control point
              // midpoint is our endpoint
              // start point is p(i-1) value.
              path.push('Q ', p1.x, ' ', p1.y, ' ', midPoint.x, ' ', midPoint.y, ' ');
            }
            p1 = points[i];
            if ((i + 1) < points.length) {
              p2 = points[i + 1];
            }
          }
          if (manyPoints) {
            multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1;
            multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1;
          }
          path.push('L ', p1.x + multSignX * width, ' ', p1.y + multSignY * width);
          return path;
        },

        /**
         * Creates fabric.Path object to add on canvas
         * @param {String} pathData Path data
         * @return {fabric.Path} Path to add on canvas
         */
        createPath: function(pathData) {
          var path = new fabric.Path(pathData, {
            fill: null,
            stroke: this.color,
            strokeWidth: this.width,
            strokeLineCap: this.strokeLineCap,
            strokeMiterLimit: this.strokeMiterLimit,
            strokeLineJoin: this.strokeLineJoin,
            strokeDashArray: this.strokeDashArray,
          });
          var position = new fabric.Point(path.left + path.width / 2, path.top + path.height / 2);
          position = path.translateToGivenOrigin(position, 'center', 'center', path.originX, path.originY);
          path.top = position.y;
          path.left = position.x;
          Iif (this.shadow) {
            this.shadow.affectStroke = true;
            path.setShadow(this.shadow);
          }

          return path;
        },

        /**
         * On mouseup after drawing the path on contextTop canvas
         * we use the points captured to create an new fabric path object
         * and add it to the fabric canvas.
         */
        _finalizeAndAddPath: function() {
          var ctx = this.canvas.contextTop;
          ctx.closePath();

          var pathData = this.convertPointsToSVGPath(this._points).join('');
          Iif (pathData === 'M 0 0 Q 0 0 0 0 L 0 0') {
            // do not create 0 width/height paths, as they are
            // rendered inconsistently across browsers
            // Firefox 4, for example, renders a dot,
            // whereas Chrome 10 renders nothing
            this.canvas.requestRenderAll();
            return;
          }

          var path = this.createPath(pathData);
          this.canvas.clearContext(this.canvas.contextTop);
          this.canvas.add(path);
          this.canvas.renderAll();
          path.setCoords();
          this._resetShadow();

          // fire event 'path' created
          this.canvas.fire('path:created', { path: path });
        }
      });
    })();

    /**
     * CircleBrush class
     * @class fabric.CircleBrush
     */
    fabric.CircleBrush = fabric.util.createClass(fabric.BaseBrush, /** @lends fabric.CircleBrush.prototype */ {

      /**
       * Width of a brush
       * @type Number
       * @default
       */
      width: 10,

      /**
       * Constructor
       * @param {fabric.Canvas} canvas
       * @return {fabric.CircleBrush} Instance of a circle brush
       */
      initialize: function(canvas) {
        this.canvas = canvas;
        this.points = [];
      },

      /**
       * Invoked inside on mouse down and mouse move
       * @param {Object} pointer
       */
      drawDot: function(pointer) {
        var point = this.addPoint(pointer),
            ctx = this.canvas.contextTop,
            v = this.canvas.viewportTransform;
        ctx.save();
        ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);

        ctx.fillStyle = point.fill;
        ctx.beginPath();
        ctx.arc(point.x, point.y, point.radius, 0, Math.PI * 2, false);
        ctx.closePath();
        ctx.fill();

        ctx.restore();
      },

      /**
       * Invoked on mouse down
       */
      onMouseDown: function(pointer) {
        this.points.length = 0;
        this.canvas.clearContext(this.canvas.contextTop);
        this._setShadow();
        this.drawDot(pointer);
      },

      /**
       * Invoked on mouse move
       * @param {Object} pointer
       */
      onMouseMove: function(pointer) {
        this.drawDot(pointer);
      },

      /**
       * Invoked on mouse up
       */
      onMouseUp: function() {
        var originalRenderOnAddRemove = this.canvas.renderOnAddRemove, i, len;
        this.canvas.renderOnAddRemove = false;

        var circles = [];

        for (i = 0, len = this.points.length; i < len; i++) {
          var point = this.points[i],
              circle = new fabric.Circle({
                radius: point.radius,
                left: point.x,
                top: point.y,
                originX: 'center',
                originY: 'center',
                fill: point.fill
              });

          this.shadow && circle.setShadow(this.shadow);

          circles.push(circle);
        }
        var group = new fabric.Group(circles, { originX: 'center', originY: 'center' });
        group.canvas = this.canvas;

        this.canvas.add(group);
        this.canvas.fire('path:created', { path: group });

        this.canvas.clearContext(this.canvas.contextTop);
        this._resetShadow();
        this.canvas.renderOnAddRemove = originalRenderOnAddRemove;
        this.canvas.requestRenderAll();
      },

      /**
       * @param {Object} pointer
       * @return {fabric.Point} Just added pointer point
       */
      addPoint: function(pointer) {
        var pointerPoint = new fabric.Point(pointer.x, pointer.y),

            circleRadius = fabric.util.getRandomInt(
              Math.max(0, this.width - 20), this.width + 20) / 2,

            circleColor = new fabric.Color(this.color)
              .setAlpha(fabric.util.getRandomInt(0, 100) / 100)
              .toRgba();

        pointerPoint.radius = circleRadius;
        pointerPoint.fill = circleColor;

        this.points.push(pointerPoint);

        return pointerPoint;
      }
    });

    /**
     * SprayBrush class
     * @class fabric.SprayBrush
     */
    fabric.SprayBrush = fabric.util.createClass( fabric.BaseBrush, /** @lends fabric.SprayBrush.prototype */ {

      /**
       * Width of a spray
       * @type Number
       * @default
       */
      width:              10,

      /**
       * Density of a spray (number of dots per chunk)
       * @type Number
       * @default
       */
      density:            20,

      /**
       * Width of spray dots
       * @type Number
       * @default
       */
      dotWidth:           1,

      /**
       * Width variance of spray dots
       * @type Number
       * @default
       */
      dotWidthVariance:   1,

      /**
       * Whether opacity of a dot should be random
       * @type Boolean
       * @default
       */
      randomOpacity:        false,

      /**
       * Whether overlapping dots (rectangles) should be removed (for performance reasons)
       * @type Boolean
       * @default
       */
      optimizeOverlapping:  true,

      /**
       * Constructor
       * @param {fabric.Canvas} canvas
       * @return {fabric.SprayBrush} Instance of a spray brush
       */
      initialize: function(canvas) {
        this.canvas = canvas;
        this.sprayChunks = [];
      },

      /**
       * Invoked on mouse down
       * @param {Object} pointer
       */
      onMouseDown: function(pointer) {
        this.sprayChunks.length = 0;
        this.canvas.clearContext(this.canvas.contextTop);
        this._setShadow();

        this.addSprayChunk(pointer);
        this.render();
      },

      /**
       * Invoked on mouse move
       * @param {Object} pointer
       */
      onMouseMove: function(pointer) {
        this.addSprayChunk(pointer);
        this.render();
      },

      /**
       * Invoked on mouse up
       */
      onMouseUp: function() {
        var originalRenderOnAddRemove = this.canvas.renderOnAddRemove;
        this.canvas.renderOnAddRemove = false;

        var rects = [];

        for (var i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {
          var sprayChunk = this.sprayChunks[i];

          for (var j = 0, jlen = sprayChunk.length; j < jlen; j++) {

            var rect = new fabric.Rect({
              width: sprayChunk[j].width,
              height: sprayChunk[j].width,
              left: sprayChunk[j].x + 1,
              top: sprayChunk[j].y + 1,
              originX: 'center',
              originY: 'center',
              fill: this.color
            });

            this.shadow && rect.setShadow(this.shadow);
            rects.push(rect);
          }
        }

        if (this.optimizeOverlapping) {
          rects = this._getOptimizedRects(rects);
        }

        var group = new fabric.Group(rects, { originX: 'center', originY: 'center' });
        group.canvas = this.canvas;

        this.canvas.add(group);
        this.canvas.fire('path:created', { path: group });

        this.canvas.clearContext(this.canvas.contextTop);
        this._resetShadow();
        this.canvas.renderOnAddRemove = originalRenderOnAddRemove;
        this.canvas.requestRenderAll();
      },

      /**
       * @private
       * @param {Array} rects
       */
      _getOptimizedRects: function(rects) {

        // avoid creating duplicate rects at the same coordinates
        var uniqueRects = { }, key, i, len;

        for (i = 0, len = rects.length; i < len; i++) {
          key = rects[i].left + '' + rects[i].top;
          if (!uniqueRects[key]) {
            uniqueRects[key] = rects[i];
          }
        }
        var uniqueRectsArray = [];
        for (key in uniqueRects) {
          uniqueRectsArray.push(uniqueRects[key]);
        }

        return uniqueRectsArray;
      },

      /**
       * Renders brush
       */
      render: function() {
        var ctx = this.canvas.contextTop;
        ctx.fillStyle = this.color;

        var v = this.canvas.viewportTransform, i, len;
        ctx.save();
        ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);

        for (i = 0, len = this.sprayChunkPoints.length; i < len; i++) {
          var point = this.sprayChunkPoints[i];
          if (typeof point.opacity !== 'undefined') {
            ctx.globalAlpha = point.opacity;
          }
          ctx.fillRect(point.x, point.y, point.width, point.width);
        }
        ctx.restore();
      },

      /**
       * @param {Object} pointer
       */
      addSprayChunk: function(pointer) {
        this.sprayChunkPoints = [];

        var x, y, width, radius = this.width / 2, i;

        for (i = 0; i < this.density; i++) {

          x = fabric.util.getRandomInt(pointer.x - radius, pointer.x + radius);
          y = fabric.util.getRandomInt(pointer.y - radius, pointer.y + radius);

          if (this.dotWidthVariance) {
            width = fabric.util.getRandomInt(
              // bottom clamp width to 1
              Math.max(1, this.dotWidth - this.dotWidthVariance),
              this.dotWidth + this.dotWidthVariance);
          }
          else {
            width = this.dotWidth;
          }

          var point = new fabric.Point(x, y);
          point.width = width;

          if (this.randomOpacity) {
            point.opacity = fabric.util.getRandomInt(0, 100) / 100;
          }

          this.sprayChunkPoints.push(point);
        }

        this.sprayChunks.push(this.sprayChunkPoints);
      }
    });

    /**
     * PatternBrush class
     * @class fabric.PatternBrush
     * @extends fabric.BaseBrush
     */
    fabric.PatternBrush = fabric.util.createClass(fabric.PencilBrush, /** @lends fabric.PatternBrush.prototype */ {

      getPatternSrc: function() {

        var dotWidth = 20,
            dotDistance = 5,
            patternCanvas = fabric.document.createElement('canvas'),
            patternCtx = patternCanvas.getContext('2d');

        patternCanvas.width = patternCanvas.height = dotWidth + dotDistance;

        patternCtx.fillStyle = this.color;
        patternCtx.beginPath();
        patternCtx.arc(dotWidth / 2, dotWidth / 2, dotWidth / 2, 0, Math.PI * 2, false);
        patternCtx.closePath();
        patternCtx.fill();

        return patternCanvas;
      },

      getPatternSrcFunction: function() {
        return String(this.getPatternSrc).replace('this.color', '"' + this.color + '"');
      },

      /**
       * Creates "pattern" instance property
       */
      getPattern: function() {
        return this.canvas.contextTop.createPattern(this.source || this.getPatternSrc(), 'repeat');
      },

      /**
       * Sets brush styles
       */
      _setBrushStyles: function() {
        this.callSuper('_setBrushStyles');
        this.canvas.contextTop.strokeStyle = this.getPattern();
      },

      /**
       * Creates path
       */
      createPath: function(pathData) {
        var path = this.callSuper('createPath', pathData),
            topLeft = path._getLeftTopCoords().scalarAdd(path.strokeWidth / 2);

        path.stroke = new fabric.Pattern({
          source: this.source || this.getPatternSrcFunction(),
          offsetX: -topLeft.x,
          offsetY: -topLeft.y
        });
        return path;
      }
    });

    (function() {

      var getPointer = fabric.util.getPointer,
          degreesToRadians = fabric.util.degreesToRadians,
          radiansToDegrees = fabric.util.radiansToDegrees,
          atan2 = Math.atan2,
          abs = Math.abs,
          supportLineDash = fabric.StaticCanvas.supports('setLineDash'),

          STROKE_OFFSET = 0.5;

      /**
       * Canvas class
       * @class fabric.Canvas
       * @extends fabric.StaticCanvas
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}
       * @see {@link fabric.Canvas#initialize} for constructor definition
       *
       * @fires object:added
       * @fires object:removed
       * @fires object:modified
       * @fires object:rotating
       * @fires object:scaling
       * @fires object:moving
       * @fires object:selected this event is deprecated. use selection:created
       *
       * @fires before:selection:cleared
       * @fires selection:cleared
       * @fires selection:updated
       * @fires selection:created
       *
       * @fires path:created
       * @fires mouse:down
       * @fires mouse:move
       * @fires mouse:up
       * @fires mouse:over
       * @fires mouse:out
       * @fires mouse:dblclick
       *
       */
      fabric.Canvas = fabric.util.createClass(fabric.StaticCanvas, /** @lends fabric.Canvas.prototype */ {

        /**
         * Constructor
         * @param {HTMLElement | String} el &lt;canvas> element to initialize instance on
         * @param {Object} [options] Options object
         * @return {Object} thisArg
         */
        initialize: function(el, options) {
          options || (options = { });
          this.renderAndResetBound = this.renderAndReset.bind(this);
          this._initStatic(el, options);
          this._initInteractive();
          this._createCacheCanvas();
        },

        /**
         * When true, objects can be transformed by one side (unproportionally)
         * @type Boolean
         * @default
         */
        uniScaleTransform:      false,

        /**
         * Indicates which key enable unproportional scaling
         * values: 'altKey', 'shiftKey', 'ctrlKey'.
         * If `null` or 'none' or any other string that is not a modifier key
         * feature is disabled feature disabled.
         * @since 1.6.2
         * @type String
         * @default
         */
        uniScaleKey:           'shiftKey',

        /**
         * When true, objects use center point as the origin of scale transformation.
         * <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
         * @since 1.3.4
         * @type Boolean
         * @default
         */
        centeredScaling:        false,

        /**
         * When true, objects use center point as the origin of rotate transformation.
         * <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
         * @since 1.3.4
         * @type Boolean
         * @default
         */
        centeredRotation:       false,

        /**
         * Indicates which key enable centered Transform
         * values: 'altKey', 'shiftKey', 'ctrlKey'.
         * If `null` or 'none' or any other string that is not a modifier key
         * feature is disabled feature disabled.
         * @since 1.6.2
         * @type String
         * @default
         */
        centeredKey:           'altKey',

        /**
         * Indicates which key enable alternate action on corner
         * values: 'altKey', 'shiftKey', 'ctrlKey'.
         * If `null` or 'none' or any other string that is not a modifier key
         * feature is disabled feature disabled.
         * @since 1.6.2
         * @type String
         * @default
         */
        altActionKey:           'shiftKey',

        /**
         * Indicates that canvas is interactive. This property should not be changed.
         * @type Boolean
         * @default
         */
        interactive:            true,

        /**
         * Indicates whether group selection should be enabled
         * @type Boolean
         * @default
         */
        selection:              true,

        /**
         * Indicates which key or keys enable multiple click selection
         * Pass value as a string or array of strings
         * values: 'altKey', 'shiftKey', 'ctrlKey'.
         * If `null` or empty or containing any other string that is not a modifier key
         * feature is disabled.
         * @since 1.6.2
         * @type String|Array
         * @default
         */
        selectionKey:           'shiftKey',

        /**
         * Indicates which key enable alternative selection
         * in case of target overlapping with active object
         * values: 'altKey', 'shiftKey', 'ctrlKey'.
         * If `null` or 'none' or any other string that is not a modifier key
         * feature is disabled feature disabled.
         * @since 1.6.5
         * @type null|String
         * @default
         */
        altSelectionKey:           null,

        /**
         * Color of selection
         * @type String
         * @default
         */
        selectionColor:         'rgba(100, 100, 255, 0.3)', // blue

        /**
         * Default dash array pattern
         * If not empty the selection border is dashed
         * @type Array
         */
        selectionDashArray:     [],

        /**
         * Color of the border of selection (usually slightly darker than color of selection itself)
         * @type String
         * @default
         */
        selectionBorderColor:   'rgba(255, 255, 255, 0.3)',

        /**
         * Width of a line used in object/group selection
         * @type Number
         * @default
         */
        selectionLineWidth:     1,

        /**
         * Select only shapes that are fully contained in the dragged selection rectangle.
         * @type Boolean
         * @default
         */
        selectionFullyContained: false,

        /**
         * Default cursor value used when hovering over an object on canvas
         * @type String
         * @default
         */
        hoverCursor:            'move',

        /**
         * Default cursor value used when moving an object on canvas
         * @type String
         * @default
         */
        moveCursor:             'move',

        /**
         * Default cursor value used for the entire canvas
         * @type String
         * @default
         */
        defaultCursor:          'default',

        /**
         * Cursor value used during free drawing
         * @type String
         * @default
         */
        freeDrawingCursor:      'crosshair',

        /**
         * Cursor value used for rotation point
         * @type String
         * @default
         */
        rotationCursor:         'crosshair',

        /**
         * Cursor value used for disabled elements ( corners with disabled action )
         * @type String
         * @since 2.0.0
         * @default
         */
        notAllowedCursor:         'not-allowed',

        /**
         * Default element class that's given to wrapper (div) element of canvas
         * @type String
         * @default
         */
        containerClass:         'canvas-container',

        /**
         * When true, object detection happens on per-pixel basis rather than on per-bounding-box
         * @type Boolean
         * @default
         */
        perPixelTargetFind:     false,

        /**
         * Number of pixels around target pixel to tolerate (consider active) during object detection
         * @type Number
         * @default
         */
        targetFindTolerance:    0,

        /**
         * When true, target detection is skipped when hovering over canvas. This can be used to improve performance.
         * @type Boolean
         * @default
         */
        skipTargetFind:         false,

        /**
         * When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.
         * After mousedown, mousemove creates a shape,
         * and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.
         * @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}
         * @type Boolean
         * @default
         */
        isDrawingMode:          false,

        /**
         * Indicates whether objects should remain in current stack position when selected.
         * When false objects are brought to top and rendered as part of the selection group
         * @type Boolean
         * @default
         */
        preserveObjectStacking: false,

        /**
         * Indicates the angle that an object will lock to while rotating.
         * @type Number
         * @since 1.6.7
         * @default
         */
        snapAngle: 0,

        /**
         * Indicates the distance from the snapAngle the rotation will lock to the snapAngle.
         * When `null`, the snapThreshold will default to the snapAngle.
         * @type null|Number
         * @since 1.6.7
         * @default
         */
        snapThreshold: null,

        /**
         * Indicates if the right click on canvas can output the context menu or not
         * @type Boolean
         * @since 1.6.5
         * @default
         */
        stopContextMenu: false,

        /**
         * Indicates if the canvas can fire right click events
         * @type Boolean
         * @since 1.6.5
         * @default
         */
        fireRightClick: false,

        /**
         * Indicates if the canvas can fire middle click events
         * @type Boolean
         * @since 1.7.8
         * @default
         */
        fireMiddleClick: false,

        /**
         * @private
         */
        _initInteractive: function() {
          this._currentTransform = null;
          this._groupSelector = null;
          this._initWrapperElement();
          this._createUpperCanvas();
          this._initEventListeners();

          this._initRetinaScaling();

          this.freeDrawingBrush = fabric.PencilBrush && new fabric.PencilBrush(this);

          this.calcOffset();
        },

        /**
         * Divides objects in two groups, one to render immediately
         * and one to render as activeGroup.
         * @return {Array} objects to render immediately and pushes the other in the activeGroup.
         */
        _chooseObjectsToRender: function() {
          var activeObjects = this.getActiveObjects(),
              object, objsToRender, activeGroupObjects;

          if (activeObjects.length > 0 && !this.preserveObjectStacking) {
            objsToRender = [];
            activeGroupObjects = [];
            for (var i = 0, length = this._objects.length; i < length; i++) {
              object = this._objects[i];
              if (activeObjects.indexOf(object) === -1 ) {
                objsToRender.push(object);
              }
              else {
                activeGroupObjects.push(object);
              }
            }
            if (activeObjects.length > 1) {
              this._activeObject._objects = activeGroupObjects;
            }
            objsToRender.push.apply(objsToRender, activeGroupObjects);
          }
          else {
            objsToRender = this._objects;
          }
          return objsToRender;
        },

        /**
         * Renders both the top canvas and the secondary container canvas.
         * @return {fabric.Canvas} instance
         * @chainable
         */
        renderAll: function () {
          if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {
            this.clearContext(this.contextTop);
            this.contextTopDirty = false;
          }
          if (this.isDrawingMode && this._isCurrentlyDrawing) {
            this.freeDrawingBrush && this.freeDrawingBrush._render();
          }
          var canvasToDrawOn = this.contextContainer;
          this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());
          return this;
        },

        /**
         * Method to render only the top canvas.
         * Also used to render the group selection box.
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        renderTop: function () {
          var ctx = this.contextTop;
          this.clearContext(ctx);

          // we render the top context - last object
          if (this.selection && this._groupSelector) {
            this._drawSelection(ctx);
          }

          this.fire('after:render');
          this.contextTopDirty = true;
          return this;
        },

        /**
         * Resets the current transform to its original values and chooses the type of resizing based on the event
         * @private
         */
        _resetCurrentTransform: function() {
          var t = this._currentTransform;

          t.target.set({
            scaleX: t.original.scaleX,
            scaleY: t.original.scaleY,
            skewX: t.original.skewX,
            skewY: t.original.skewY,
            left: t.original.left,
            top: t.original.top
          });

          if (this._shouldCenterTransform(t.target)) {
            Eif (t.action === 'rotate') {
              this._setOriginToCenter(t.target);
            }
            else {
              if (t.originX !== 'center') {
                if (t.originX === 'right') {
                  t.mouseXSign = -1;
                }
                else {
                  t.mouseXSign = 1;
                }
              }
              if (t.originY !== 'center') {
                if (t.originY === 'bottom') {
                  t.mouseYSign = -1;
                }
                else {
                  t.mouseYSign = 1;
                }
              }

              t.originX = 'center';
              t.originY = 'center';
            }
          }
          else {
            t.originX = t.original.originX;
            t.originY = t.original.originY;
          }
        },

        /**
         * Checks if point is contained within an area of given object
         * @param {Event} e Event object
         * @param {fabric.Object} target Object to test against
         * @param {Object} [point] x,y object of point coordinates we want to check.
         * @return {Boolean} true if point is contained within an area of given object
         */
        containsPoint: function (e, target, point) {
          var ignoreZoom = true,
              pointer = point || this.getPointer(e, ignoreZoom),
              xy;

          if (target.group && target.group === this._activeObject && target.group.type === 'activeSelection') {
            xy = this._normalizePointer(target.group, pointer);
          }
          else {
            xy = { x: pointer.x, y: pointer.y };
          }
          // http://www.geog.ubc.ca/courses/klink/gis.notes/ncgia/u32.html
          // http://idav.ucdavis.edu/~okreylos/TAship/Spring2000/PointInPolygon.html
          return (target.containsPoint(xy) || target._findTargetCorner(pointer));
        },

        /**
         * @private
         */
        _normalizePointer: function (object, pointer) {
          var m = object.calcTransformMatrix(),
              invertedM = fabric.util.invertTransform(m),
              vptPointer = this.restorePointerVpt(pointer);
          return fabric.util.transformPoint(vptPointer, invertedM);
        },

        /**
         * Returns true if object is transparent at a certain location
         * @param {fabric.Object} target Object to check
         * @param {Number} x Left coordinate
         * @param {Number} y Top coordinate
         * @return {Boolean}
         */
        isTargetTransparent: function (target, x, y) {
          var ctx = this.contextCache,
              originalColor = target.selectionBackgroundColor, v = this.viewportTransform;

          target.selectionBackgroundColor = '';

          this.clearContext(ctx);

          ctx.save();
          ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
          target.render(ctx);
          ctx.restore();

          target === this._activeObject && target._renderControls(ctx, {
            hasBorders: false,
            transparentCorners: false
          }, {
            hasBorders: false,
          });

          target.selectionBackgroundColor = originalColor;

          var isTransparent = fabric.util.isTransparent(
            ctx, x, y, this.targetFindTolerance);

          return isTransparent;
        },

        /**
         * takes an event and determins if selection key has been pressed
         * @private
         * @param {Event} e Event object
         */
        _isSelectionKeyPressed: function(e) {
          var selectionKeyPressed = false;

          Iif (Object.prototype.toString.call(this.selectionKey) === '[object Array]') {
            selectionKeyPressed = !!this.selectionKey.find(function(key) { return e[key] === true; });
          }
          else {
            selectionKeyPressed = e[this.selectionKey];
          }

          return selectionKeyPressed;
        },

        /**
         * @private
         * @param {Event} e Event object
         * @param {fabric.Object} target
         */
        _shouldClearSelection: function (e, target) {
          var activeObjects = this.getActiveObjects(),
              activeObject = this._activeObject;

          return (
            !target
            ||
            (target &&
              activeObject &&
              activeObjects.length > 1 &&
              activeObjects.indexOf(target) === -1 &&
              activeObject !== target &&
              !this._isSelectionKeyPressed(e))
            ||
            (target && !target.evented)
            ||
            (target &&
              !target.selectable &&
              activeObject &&
              activeObject !== target)
          );
        },

        /**
         * @private
         * @param {fabric.Object} target
         */
        _shouldCenterTransform: function (target) {
          Iif (!target) {
            return;
          }

          var t = this._currentTransform,
              centerTransform;

          if (t.action === 'scale' || t.action === 'scaleX' || t.action === 'scaleY') {
            centerTransform = this.centeredScaling || target.centeredScaling;
          }
          else if (t.action === 'rotate') {
            centerTransform = this.centeredRotation || target.centeredRotation;
          }

          return centerTransform ? !t.altKey : t.altKey;
        },

        /**
         * @private
         */
        _getOriginFromCorner: function(target, corner) {
          var origin = {
            x: target.originX,
            y: target.originY
          };

          if (corner === 'ml' || corner === 'tl' || corner === 'bl') {
            origin.x = 'right';
          }
          else Iif (corner === 'mr' || corner === 'tr' || corner === 'br') {
            origin.x = 'left';
          }

          if (corner === 'tl' || corner === 'mt' || corner === 'tr') {
            origin.y = 'bottom';
          }
          else Iif (corner === 'bl' || corner === 'mb' || corner === 'br') {
            origin.y = 'top';
          }

          return origin;
        },

        /**
         * @private
         */
        _getActionFromCorner: function(target, corner, e) {
          if (!corner) {
            return 'drag';
          }

          switch (corner) {
            case 'mtr':
              return 'rotate';
            case 'ml':
            case 'mr':
              return e[this.altActionKey] ? 'skewY' : 'scaleX';
            case 'mt':
            case 'mb':
              return e[this.altActionKey] ? 'skewX' : 'scaleY';
            default:
              return 'scale';
          }
        },

        /**
         * @private
         * @param {Event} e Event object
         * @param {fabric.Object} target
         */
        _setupCurrentTransform: function (e, target) {
          Iif (!target) {
            return;
          }

          var pointer = this.getPointer(e),
              corner = target._findTargetCorner(this.getPointer(e, true)),
              action = this._getActionFromCorner(target, corner, e),
              origin = this._getOriginFromCorner(target, corner);

          this._currentTransform = {
            target: target,
            action: action,
            corner: corner,
            scaleX: target.scaleX,
            scaleY: target.scaleY,
            skewX: target.skewX,
            skewY: target.skewY,
            offsetX: pointer.x - target.left,
            offsetY: pointer.y - target.top,
            originX: origin.x,
            originY: origin.y,
            ex: pointer.x,
            ey: pointer.y,
            lastX: pointer.x,
            lastY: pointer.y,
            left: target.left,
            top: target.top,
            theta: degreesToRadians(target.angle),
            width: target.width * target.scaleX,
            mouseXSign: 1,
            mouseYSign: 1,
            shiftKey: e.shiftKey,
            altKey: e[this.centeredKey]
          };

          this._currentTransform.original = {
            left: target.left,
            top: target.top,
            scaleX: target.scaleX,
            scaleY: target.scaleY,
            skewX: target.skewX,
            skewY: target.skewY,
            originX: origin.x,
            originY: origin.y
          };

          this._resetCurrentTransform();
        },

        /**
         * Translates object by "setting" its left/top
         * @private
         * @param {Number} x pointer's x coordinate
         * @param {Number} y pointer's y coordinate
         * @return {Boolean} true if the translation occurred
         */
        _translateObject: function (x, y) {
          var transform = this._currentTransform,
              target = transform.target,
              newLeft = x - transform.offsetX,
              newTop = y - transform.offsetY,
              moveX = !target.get('lockMovementX') && target.left !== newLeft,
              moveY = !target.get('lockMovementY') && target.top !== newTop;

          moveX && target.set('left', newLeft);
          moveY && target.set('top', newTop);
          return moveX || moveY;
        },

        /**
         * Check if we are increasing a positive skew or lower it,
         * checking mouse direction and pressed corner.
         * @private
         */
        _changeSkewTransformOrigin: function(mouseMove, t, by) {
          var property = 'originX', origins = { 0: 'center' },
              skew = t.target.skewX, originA = 'left', originB = 'right',
              corner = t.corner === 'mt' || t.corner === 'ml' ? 1 : -1,
              flipSign = 1;

          mouseMove = mouseMove > 0 ? 1 : -1;
          if (by === 'y') {
            skew = t.target.skewY;
            originA = 'top';
            originB = 'bottom';
            property = 'originY';
          }
          origins[-1] = originA;
          origins[1] = originB;

          t.target.flipX && (flipSign *= -1);
          t.target.flipY && (flipSign *= -1);

          if (skew === 0) {
            t.skewSign = -corner * mouseMove * flipSign;
            t[property] = origins[-mouseMove];
          }
          else {
            skew = skew > 0 ? 1 : -1;
            t.skewSign = skew;
            t[property] = origins[skew * corner * flipSign];
          }
        },

        /**
         * Skew object by mouse events
         * @private
         * @param {Number} x pointer's x coordinate
         * @param {Number} y pointer's y coordinate
         * @param {String} by Either 'x' or 'y'
         * @return {Boolean} true if the skewing occurred
         */
        _skewObject: function (x, y, by) {
          var t = this._currentTransform,
              target = t.target, skewed = false,
              lockSkewingX = target.get('lockSkewingX'),
              lockSkewingY = target.get('lockSkewingY');

          if ((lockSkewingX && by === 'x') || (lockSkewingY && by === 'y')) {
            return false;
          }

          // Get the constraint point
          var center = target.getCenterPoint(),
              actualMouseByCenter = target.toLocalPoint(new fabric.Point(x, y), 'center', 'center')[by],
              lastMouseByCenter = target.toLocalPoint(new fabric.Point(t.lastX, t.lastY), 'center', 'center')[by],
              actualMouseByOrigin, constraintPosition, dim = target._getTransformedDimensions();

          this._changeSkewTransformOrigin(actualMouseByCenter - lastMouseByCenter, t, by);
          actualMouseByOrigin = target.toLocalPoint(new fabric.Point(x, y), t.originX, t.originY)[by];
          constraintPosition = target.translateToOriginPoint(center, t.originX, t.originY);
          // Actually skew the object
          skewed = this._setObjectSkew(actualMouseByOrigin, t, by, dim);
          t.lastX = x;
          t.lastY = y;
          // Make sure the constraints apply
          target.setPositionByOrigin(constraintPosition, t.originX, t.originY);
          return skewed;
        },

        /**
         * Set object skew
         * @private
         * @return {Boolean} true if the skewing occurred
         */
        _setObjectSkew: function(localMouse, transform, by, _dim) {
          var target = transform.target, newValue, skewed = false,
              skewSign = transform.skewSign, newDim, dimNoSkew,
              otherBy, _otherBy, _by, newDimMouse, skewX, skewY;

          if (by === 'x') {
            otherBy = 'y';
            _otherBy = 'Y';
            _by = 'X';
            skewX = 0;
            skewY = target.skewY;
          }
          else {
            otherBy = 'x';
            _otherBy = 'X';
            _by = 'Y';
            skewX = target.skewX;
            skewY = 0;
          }

          dimNoSkew = target._getTransformedDimensions(skewX, skewY);
          newDimMouse = 2 * Math.abs(localMouse) - dimNoSkew[by];
          if (newDimMouse <= 2) {
            newValue = 0;
          }
          else {
            newValue = skewSign * Math.atan((newDimMouse / target['scale' + _by]) /
                                            (dimNoSkew[otherBy] / target['scale' + _otherBy]));
            newValue = fabric.util.radiansToDegrees(newValue);
          }
          skewed = target['skew' + _by] !== newValue;
          target.set('skew' + _by, newValue);
          if (target['skew' + _otherBy] !== 0) {
            newDim = target._getTransformedDimensions();
            newValue = (_dim[otherBy] / newDim[otherBy]) * target['scale' + _otherBy];
            target.set('scale' + _otherBy, newValue);
          }
          return skewed;
        },

        /**
         * Scales object by invoking its scaleX/scaleY methods
         * @private
         * @param {Number} x pointer's x coordinate
         * @param {Number} y pointer's y coordinate
         * @param {String} by Either 'x' or 'y' - specifies dimension constraint by which to scale an object.
         *                    When not provided, an object is scaled by both dimensions equally
         * @return {Boolean} true if the scaling occurred
         */
        _scaleObject: function (x, y, by) {
          var t = this._currentTransform,
              target = t.target,
              lockScalingX = target.get('lockScalingX'),
              lockScalingY = target.get('lockScalingY'),
              lockScalingFlip = target.get('lockScalingFlip');

          Iif (lockScalingX && lockScalingY) {
            return false;
          }

          // Get the constraint point
          var constraintPosition = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY),
              localMouse = target.toLocalPoint(new fabric.Point(x, y), t.originX, t.originY),
              dim = target._getTransformedDimensions(), scaled = false;

          this._setLocalMouse(localMouse, t);

          // Actually scale the object
          scaled = this._setObjectScale(localMouse, t, lockScalingX, lockScalingY, by, lockScalingFlip, dim);

          // Make sure the constraints apply
          target.setPositionByOrigin(constraintPosition, t.originX, t.originY);
          return scaled;
        },

        /**
         * @private
         * @return {Boolean} true if the scaling occurred
         */
        _setObjectScale: function(localMouse, transform, lockScalingX, lockScalingY, by, lockScalingFlip, _dim) {
          var target = transform.target, forbidScalingX = false, forbidScalingY = false, scaled = false,
              changeX, changeY, scaleX, scaleY;

          scaleX = localMouse.x * target.scaleX / _dim.x;
          scaleY = localMouse.y * target.scaleY / _dim.y;
          changeX = target.scaleX !== scaleX;
          changeY = target.scaleY !== scaleY;

          Iif (lockScalingFlip && scaleX <= 0 && scaleX < target.scaleX) {
            forbidScalingX = true;
            localMouse.x = 0;
          }

          Iif (lockScalingFlip && scaleY <= 0 && scaleY < target.scaleY) {
            forbidScalingY = true;
            localMouse.y = 0;
          }

          Eif (by === 'equally' && !lockScalingX && !lockScalingY) {
            scaled = this._scaleObjectEqually(localMouse, target, transform, _dim);
          }
          else if (!by) {
            forbidScalingX || lockScalingX || (target.set('scaleX', scaleX) && (scaled = scaled || changeX));
            forbidScalingY || lockScalingY || (target.set('scaleY', scaleY) && (scaled = scaled || changeY));
          }
          else if (by === 'x' && !target.get('lockUniScaling')) {
            forbidScalingX || lockScalingX || (target.set('scaleX', scaleX) && (scaled = scaled || changeX));
          }
          else if (by === 'y' && !target.get('lockUniScaling')) {
            forbidScalingY || lockScalingY || (target.set('scaleY', scaleY) && (scaled = scaled || changeY));
          }
          transform.newScaleX = scaleX;
          transform.newScaleY = scaleY;
          forbidScalingX || forbidScalingY || this._flipObject(transform, by);
          return scaled;
        },

        /**
         * @private
         * @return {Boolean} true if the scaling occurred
         */
        _scaleObjectEqually: function(localMouse, target, transform, _dim) {

          var dist = localMouse.y + localMouse.x,
              lastDist = _dim.y * transform.original.scaleY / target.scaleY +
                         _dim.x * transform.original.scaleX / target.scaleX,
              scaled, signX = localMouse.x < 0 ? -1 : 1,
              signY = localMouse.y < 0 ? -1 : 1;

          // We use transform.scaleX/Y instead of target.scaleX/Y
          // because the object may have a min scale and we'll loose the proportions
          transform.newScaleX = signX * Math.abs(transform.original.scaleX * dist / lastDist);
          transform.newScaleY = signY * Math.abs(transform.original.scaleY * dist / lastDist);
          scaled = transform.newScaleX !== target.scaleX || transform.newScaleY !== target.scaleY;
          target.set('scaleX', transform.newScaleX);
          target.set('scaleY', transform.newScaleY);
          return scaled;
        },

        /**
         * @private
         */
        _flipObject: function(transform, by) {
          if (transform.newScaleX < 0 && by !== 'y') {
            Eif (transform.originX === 'left') {
              transform.originX = 'right';
            }
            else if (transform.originX === 'right') {
              transform.originX = 'left';
            }
          }

          if (transform.newScaleY < 0 && by !== 'x') {
            Eif (transform.originY === 'top') {
              transform.originY = 'bottom';
            }
            else if (transform.originY === 'bottom') {
              transform.originY = 'top';
            }
          }
        },

        /**
         * @private
         */
        _setLocalMouse: function(localMouse, t) {
          var target = t.target, zoom = this.getZoom(),
              padding = target.padding / zoom;

          if (t.originX === 'right') {
            localMouse.x *= -1;
          }
          else Iif (t.originX === 'center') {
            localMouse.x *= t.mouseXSign * 2;
            if (localMouse.x < 0) {
              t.mouseXSign = -t.mouseXSign;
            }
          }

          if (t.originY === 'bottom') {
            localMouse.y *= -1;
          }
          else Iif (t.originY === 'center') {
            localMouse.y *= t.mouseYSign * 2;
            if (localMouse.y < 0) {
              t.mouseYSign = -t.mouseYSign;
            }
          }

          // adjust the mouse coordinates when dealing with padding
          Eif (abs(localMouse.x) > padding) {
            if (localMouse.x < 0) {
              localMouse.x += padding;
            }
            else {
              localMouse.x -= padding;
            }
          }
          else { // mouse is within the padding, set to 0
            localMouse.x = 0;
          }

          Eif (abs(localMouse.y) > padding) {
            if (localMouse.y < 0) {
              localMouse.y += padding;
            }
            else {
              localMouse.y -= padding;
            }
          }
          else {
            localMouse.y = 0;
          }
        },

        /**
         * Rotates object by invoking its rotate method
         * @private
         * @param {Number} x pointer's x coordinate
         * @param {Number} y pointer's y coordinate
         * @return {Boolean} true if the rotation occurred
         */
        _rotateObject: function (x, y) {

          var t = this._currentTransform;

          if (t.target.get('lockRotation')) {
            return false;
          }

          var lastAngle = atan2(t.ey - t.top, t.ex - t.left),
              curAngle = atan2(y - t.top, x - t.left),
              angle = radiansToDegrees(curAngle - lastAngle + t.theta),
              hasRotated = true;

          if (t.target.snapAngle > 0) {
            var snapAngle  = t.target.snapAngle,
                snapThreshold  = t.target.snapThreshold || snapAngle,
                rightAngleLocked = Math.ceil(angle / snapAngle) * snapAngle,
                leftAngleLocked = Math.floor(angle / snapAngle) * snapAngle;

            if (Math.abs(angle - leftAngleLocked) < snapThreshold) {
              angle = leftAngleLocked;
            }
            else if (Math.abs(angle - rightAngleLocked) < snapThreshold) {
              angle = rightAngleLocked;
            }
          }

          // normalize angle to positive value
          if (angle < 0) {
            angle = 360 + angle;
          }
          angle %= 360;

          if (t.target.angle === angle) {
            hasRotated = false;
          }
          else {
            t.target.angle = angle;
          }

          return hasRotated;
        },

        /**
         * Set the cursor type of the canvas element
         * @param {String} value Cursor type of the canvas element.
         * @see http://www.w3.org/TR/css3-ui/#cursor
         */
        setCursor: function (value) {
          this.upperCanvasEl.style.cursor = value;
        },

        /**
         * @param {fabric.Object} target to reset transform
         * @private
         */
        _resetObjectTransform: function (target) {
          target.scaleX = 1;
          target.scaleY = 1;
          target.skewX = 0;
          target.skewY = 0;
          target.rotate(0);
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx to draw the selection on
         */
        _drawSelection: function (ctx) {
          var groupSelector = this._groupSelector,
              left = groupSelector.left,
              top = groupSelector.top,
              aleft = abs(left),
              atop = abs(top);

          Eif (this.selectionColor) {
            ctx.fillStyle = this.selectionColor;

            ctx.fillRect(
              groupSelector.ex - ((left > 0) ? 0 : -left),
              groupSelector.ey - ((top > 0) ? 0 : -top),
              aleft,
              atop
            );
          }

          Iif (!this.selectionLineWidth || !this.selectionBorderColor) {
            return;
          }
          ctx.lineWidth = this.selectionLineWidth;
          ctx.strokeStyle = this.selectionBorderColor;

          // selection border
          Iif (this.selectionDashArray.length > 1 && !supportLineDash) {

            var px = groupSelector.ex + STROKE_OFFSET - ((left > 0) ? 0 : aleft),
                py = groupSelector.ey + STROKE_OFFSET - ((top > 0) ? 0 : atop);

            ctx.beginPath();

            fabric.util.drawDashedLine(ctx, px, py, px + aleft, py, this.selectionDashArray);
            fabric.util.drawDashedLine(ctx, px, py + atop - 1, px + aleft, py + atop - 1, this.selectionDashArray);
            fabric.util.drawDashedLine(ctx, px, py, px, py + atop, this.selectionDashArray);
            fabric.util.drawDashedLine(ctx, px + aleft - 1, py, px + aleft - 1, py + atop, this.selectionDashArray);

            ctx.closePath();
            ctx.stroke();
          }
          else {
            fabric.Object.prototype._setLineDash.call(this, ctx, this.selectionDashArray);
            ctx.strokeRect(
              groupSelector.ex + STROKE_OFFSET - ((left > 0) ? 0 : aleft),
              groupSelector.ey + STROKE_OFFSET - ((top > 0) ? 0 : atop),
              aleft,
              atop
            );
          }
        },

        /**
         * Method that determines what object we are clicking on
         * the skipGroup parameter is for internal use, is needed for shift+click action
         * @param {Event} e mouse event
         * @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through
         */
        findTarget: function (e, skipGroup) {
          Iif (this.skipTargetFind) {
            return;
          }

          var ignoreZoom = true,
              pointer = this.getPointer(e, ignoreZoom),
              activeObject = this._activeObject,
              aObjects = this.getActiveObjects(),
              activeTarget, activeTargetSubs;

          // first check current group (if one exists)
          // active group does not check sub targets like normal groups.
          // if active group just exits.
          this.targets = [];

          if (aObjects.length > 1 && !skipGroup && activeObject === this._searchPossibleTargets([activeObject], pointer)) {
            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)) {
            if (!this.preserveObjectStacking) {
              return activeObject;
            }
            else {
              activeTarget = activeObject;
              activeTargetSubs = this.targets;
              this.targets = [];
            }
          }
          var target = this._searchPossibleTargets(this._objects, pointer);
          if (e[this.altSelectionKey] && target && activeTarget && target !== activeTarget) {
            target = activeTarget;
            this.targets = activeTargetSubs;
          }
          return target;
        },

        /**
         * @private
         */
        _checkTarget: function(pointer, obj) {
          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);
              if (!isTransparent) {
                return true;
              }
            }
            else {
              return true;
            }
          }
        },

        /**
         * @private
         */
        _searchPossibleTargets: function(objects, pointer) {

          // 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])) {
              target = objects[i];
              if (target.type === 'group' && target.subTargetCheck) {
                normalizedPointer = this._normalizePointer(target, pointer);
                subTarget = this._searchPossibleTargets(target._objects, normalizedPointer);
                subTarget && this.targets.push(subTarget);
              }
              break;
            }
          }
          return target;
        },

        /**
         * Returns pointer coordinates without the effect of the viewport
         * @param {Object} pointer with "x" and "y" number values
         * @return {Object} object with "x" and "y" number values
         */
        restorePointerVpt: function(pointer) {
          return fabric.util.transformPoint(
            pointer,
            fabric.util.invertTransform(this.viewportTransform)
          );
        },

        /**
         * Returns pointer coordinates relative to canvas.
         * Can return coordinates with or without viewportTransform.
         * ignoreZoom false gives back coordinates that represent
         * the point clicked on canvas element.
         * ignoreZoom true gives back coordinates after being processed
         * by the viewportTransform ( sort of coordinates of what is displayed
         * on the canvas where you are clicking.
         * To interact with your shapes top and left you want to use ignoreZoom true
         * most of the time, while ignoreZoom false will give you coordinates
         * compatible with the object.oCoords system.
         * of the time.
         * @param {Event} e
         * @param {Boolean} ignoreZoom
         * @return {Object} object with "x" and "y" number values
         */
        getPointer: function (e, ignoreZoom, upperCanvasEl) {
          Eif (!upperCanvasEl) {
            upperCanvasEl = this.upperCanvasEl;
          }
          var pointer = getPointer(e),
              bounds = upperCanvasEl.getBoundingClientRect(),
              boundsWidth = bounds.width || 0,
              boundsHeight = bounds.height || 0,
              cssScale;

          Eif (!boundsWidth || !boundsHeight ) {
            Eif ('top' in bounds && 'bottom' in bounds) {
              boundsHeight = Math.abs( bounds.top - bounds.bottom );
            }
            Eif ('right' in bounds && 'left' in bounds) {
              boundsWidth = Math.abs( bounds.right - bounds.left );
            }
          }

          this.calcOffset();

          pointer.x = pointer.x - this._offset.left;
          pointer.y = pointer.y - this._offset.top;
          if (!ignoreZoom) {
            pointer = this.restorePointerVpt(pointer);
          }

          Eif (boundsWidth === 0 || boundsHeight === 0) {
            // If bounds are not available (i.e. not visible), do not apply scale.
            cssScale = { width: 1, height: 1 };
          }
          else {
            cssScale = {
              width: upperCanvasEl.width / boundsWidth,
              height: upperCanvasEl.height / boundsHeight
            };
          }

          return {
            x: pointer.x * cssScale.width,
            y: pointer.y * cssScale.height
          };
        },

        /**
         * @private
         * @throws {CANVAS_INIT_ERROR} If canvas can not be initialized
         */
        _createUpperCanvas: function () {
          var lowerCanvasClass = this.lowerCanvasEl.className.replace(/\s*lower-canvas\s*/, '');

          // there is no need to create a new upperCanvas element if we have already one.
          if (this.upperCanvasEl) {
            this.upperCanvasEl.className = '';
          }
          else {
            this.upperCanvasEl = this._createCanvasElement();
          }
          fabric.util.addClass(this.upperCanvasEl, 'upper-canvas ' + lowerCanvasClass);

          this.wrapperEl.appendChild(this.upperCanvasEl);

          this._copyCanvasStyle(this.lowerCanvasEl, this.upperCanvasEl);
          this._applyCanvasStyle(this.upperCanvasEl);
          this.contextTop = this.upperCanvasEl.getContext('2d');
        },

        /**
         * @private
         */
        _createCacheCanvas: function () {
          this.cacheCanvasEl = this._createCanvasElement();
          this.cacheCanvasEl.setAttribute('width', this.width);
          this.cacheCanvasEl.setAttribute('height', this.height);
          this.contextCache = this.cacheCanvasEl.getContext('2d');
        },

        /**
         * @private
         */
        _initWrapperElement: function () {
          this.wrapperEl = fabric.util.wrapElement(this.lowerCanvasEl, 'div', {
            'class': this.containerClass
          });
          fabric.util.setStyle(this.wrapperEl, {
            width: this.width + 'px',
            height: this.height + 'px',
            position: 'relative'
          });
          fabric.util.makeElementUnselectable(this.wrapperEl);
        },

        /**
         * @private
         * @param {HTMLElement} element canvas element to apply styles on
         */
        _applyCanvasStyle: function (element) {
          var width = this.width || element.width,
              height = this.height || element.height;

          fabric.util.setStyle(element, {
            position: 'absolute',
            width: width + 'px',
            height: height + 'px',
            left: 0,
            top: 0,
            'touch-action': 'none'
          });
          element.width = width;
          element.height = height;
          fabric.util.makeElementUnselectable(element);
        },

        /**
         * Copy the entire inline style from one element (fromEl) to another (toEl)
         * @private
         * @param {Element} fromEl Element style is copied from
         * @param {Element} toEl Element copied style is applied to
         */
        _copyCanvasStyle: function (fromEl, toEl) {
          toEl.style.cssText = fromEl.style.cssText;
        },

        /**
         * Returns context of canvas where object selection is drawn
         * @return {CanvasRenderingContext2D}
         */
        getSelectionContext: function() {
          return this.contextTop;
        },

        /**
         * Returns &lt;canvas> element on which object selection is drawn
         * @return {HTMLCanvasElement}
         */
        getSelectionElement: function () {
          return this.upperCanvasEl;
        },

        /**
         * Returns currently active object
         * @return {fabric.Object} active object
         */
        getActiveObject: function () {
          return this._activeObject;
        },

        /**
         * Returns an array with the current selected objects
         * @return {fabric.Object} active object
         */
        getActiveObjects: function () {
          var active = this._activeObject;
          if (active) {
            if (active.type === 'activeSelection' && active._objects) {
              return active._objects.slice(0);
            }
            else {
              return [active];
            }
          }
          return [];
        },

        /**
         * @private
         * @param {fabric.Object} obj Object that was removed
         */
        _onObjectRemoved: function(obj) {
          // removing active object should fire "selection:cleared" events
          if (obj === this._activeObject) {
            this.fire('before:selection:cleared', { target: obj });
            this._discardActiveObject();
            this.fire('selection:cleared', { target: obj });
            obj.fire('deselected');
          }
          if (this._hoveredTarget === obj) {
            this._hoveredTarget = null;
          }
          this.callSuper('_onObjectRemoved', obj);
        },

        /**
         * @private
         * Compares the old activeObject with the current one and fires correct events
         * @param {fabric.Object} obj old activeObject
         */
        _fireSelectionEvents: function(oldObjects, e) {
          var somethingChanged = false, objects = this.getActiveObjects(),
              added = [], removed = [], opt = { e: e };
          oldObjects.forEach(function(oldObject) {
            if (objects.indexOf(oldObject) === -1) {
              somethingChanged = true;
              oldObject.fire('deselected', opt);
              removed.push(oldObject);
            }
          });
          objects.forEach(function(object) {
            if (oldObjects.indexOf(object) === -1) {
              somethingChanged = true;
              object.fire('selected', opt);
              added.push(object);
            }
          });
          if (oldObjects.length > 0 && objects.length > 0) {
            opt.selected = added;
            opt.deselected = removed;
            // added for backward compatibility
            opt.updated = added[0] || removed[0];
            opt.target = this._activeObject;
            somethingChanged && this.fire('selection:updated', opt);
          }
          else if (objects.length > 0) {
            // deprecated event
            if (objects.length === 1) {
              opt.target = added[0];
              this.fire('object:selected', opt);
            }
            opt.selected = added;
            // added for backward compatibility
            opt.target = this._activeObject;
            this.fire('selection:created', opt);
          }
          else if (oldObjects.length > 0) {
            opt.deselected = removed;
            this.fire('selection:cleared', opt);
          }
        },

        /**
         * Sets given object as the only active object on canvas
         * @param {fabric.Object} object Object to set as an active one
         * @param {Event} [e] Event (passed along when firing "object:selected")
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        setActiveObject: function (object, e) {
          var currentActives = this.getActiveObjects();
          this._setActiveObject(object, e);
          this._fireSelectionEvents(currentActives, e);
          return this;
        },

        /**
         * @private
         * @param {Object} object to set as active
         * @param {Event} [e] Event (passed along when firing "object:selected")
         * @return {Boolean} true if the selection happened
         */
        _setActiveObject: function(object, e) {
          if (this._activeObject === object) {
            return false;
          }
          Iif (!this._discardActiveObject(e, object)) {
            return false;
          }
          Iif (object.onSelect({ e: e })) {
            return false;
          }
          this._activeObject = object;
          return true;
        },

        /**
         * @private
         */
        _discardActiveObject: function(e, object) {
          var obj = this._activeObject;
          if (obj) {
            // onDeselect return TRUE to cancel selection;
            Iif (obj.onDeselect({ e: e, object: object })) {
              return false;
            }
            this._activeObject = null;
          }
          return true;
        },

        /**
         * Discards currently active object and fire events. If the function is called by fabric
         * as a consequence of a mouse event, the event is passed as a parameter and
         * sent to the fire function for the custom events. When used as a method the
         * e param does not have any application.
         * @param {event} e
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        discardActiveObject: function (e) {
          var currentActives = this.getActiveObjects();
          if (currentActives.length) {
            this.fire('before:selection:cleared', { target: currentActives[0], e: e });
          }
          this._discardActiveObject(e);
          this._fireSelectionEvents(currentActives, e);
          return this;
        },

        /**
         * Clears a canvas element and removes all event listeners
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        dispose: function () {
          var wrapper = this.wrapperEl;
          this.removeListeners();
          wrapper.removeChild(this.upperCanvasEl);
          wrapper.removeChild(this.lowerCanvasEl);
          delete this.upperCanvasEl;
          if (wrapper.parentNode) {
            wrapper.parentNode.replaceChild(this.lowerCanvasEl, this.wrapperEl);
          }
          delete this.wrapperEl;
          fabric.StaticCanvas.prototype.dispose.call(this);
          return this;
        },

        /**
         * Clears all contexts (background, main, top) of an instance
         * @return {fabric.Canvas} thisArg
         * @chainable
         */
        clear: function () {
          // this.discardActiveGroup();
          this.discardActiveObject();
          this.clearContext(this.contextTop);
          return this.callSuper('clear');
        },

        /**
         * Draws objects' controls (borders/controls)
         * @param {CanvasRenderingContext2D} ctx Context to render controls on
         */
        drawControls: function(ctx) {
          var activeObject = this._activeObject;

          if (activeObject) {
            activeObject._renderControls(ctx);
          }
        },

        /**
         * @private
         */
        _toObject: function(instance, methodName, propertiesToInclude) {
          //If the object is part of the current selection group, it should
          //be transformed appropriately
          //i.e. it should be serialised as it would appear if the selection group
          //were to be destroyed.
          var originalProperties = this._realizeGroupTransformOnObject(instance),
              object = this.callSuper('_toObject', instance, methodName, propertiesToInclude);
          //Undo the damage we did by changing all of its properties
          this._unwindGroupTransformOnObject(instance, originalProperties);
          return object;
        },

        /**
         * Realises an object's group transformation on it
         * @private
         * @param {fabric.Object} [instance] the object to transform (gets mutated)
         * @returns the original values of instance which were changed
         */
        _realizeGroupTransformOnObject: function(instance) {
          if (instance.group && instance.group.type === 'activeSelection' && this._activeObject === instance.group) {
            var layoutProps = ['angle', 'flipX', 'flipY', 'left', 'scaleX', 'scaleY', 'skewX', 'skewY', 'top'];
            //Copy all the positionally relevant properties across now
            var originalValues = {};
            layoutProps.forEach(function(prop) {
              originalValues[prop] = instance[prop];
            });
            this._activeObject.realizeTransform(instance);
            return originalValues;
          }
          else {
            return null;
          }
        },

        /**
         * Restores the changed properties of instance
         * @private
         * @param {fabric.Object} [instance] the object to un-transform (gets mutated)
         * @param {Object} [originalValues] the original values of instance, as returned by _realizeGroupTransformOnObject
         */
        _unwindGroupTransformOnObject: function(instance, originalValues) {
          if (originalValues) {
            instance.set(originalValues);
          }
        },

        /**
         * @private
         */
        _setSVGObject: function(markup, instance, reviver) {
          //If the object is in a selection group, simulate what would happen to that
          //object when the group is deselected
          var originalProperties = this._realizeGroupTransformOnObject(instance);
          this.callSuper('_setSVGObject', markup, instance, reviver);
          this._unwindGroupTransformOnObject(instance, originalProperties);
        },
      });

      // copying static properties manually to work around Opera's bug,
      // where "prototype" property is enumerable and overrides existing prototype
      for (var prop in fabric.StaticCanvas) {
        Eif (prop !== 'prototype') {
          fabric.Canvas[prop] = fabric.StaticCanvas[prop];
        }
      }

      Iif (fabric.isTouchSupported) {
        /** @ignore */
        fabric.Canvas.prototype._setCursorFromEvent = function() { };
      }
    })();

    (function() {

      var cursorOffset = {
            mt: 0, // n
            tr: 1, // ne
            mr: 2, // e
            br: 3, // se
            mb: 4, // s
            bl: 5, // sw
            ml: 6, // w
            tl: 7 // nw
          },
          addListener = fabric.util.addListener,
          removeListener = fabric.util.removeListener,
          RIGHT_CLICK = 3, MIDDLE_CLICK = 2, LEFT_CLICK = 1;

      function checkClick(e, value) {
        return 'which' in e ? e.which === value : e.button === value - 1;
      }

      fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {

        /**
         * Map of cursor style values for each of the object controls
         * @private
         */
        cursorMap: [
          'n-resize',
          'ne-resize',
          'e-resize',
          'se-resize',
          's-resize',
          'sw-resize',
          'w-resize',
          'nw-resize'
        ],

        /**
         * Adds mouse listeners to canvas
         * @private
         */
        _initEventListeners: function () {
          // in case we initialized the class twice. This should not happen normally
          // but in some kind of applications where the canvas element may be changed
          // this is a workaround to having double listeners.
          this.removeListeners();
          this._bindEvents();

          addListener(fabric.window, 'resize', this._onResize);

          // mouse events
          addListener(this.upperCanvasEl, 'mousedown', this._onMouseDown);
          addListener(this.upperCanvasEl, 'dblclick', this._onDoubleClick);
          addListener(this.upperCanvasEl, 'mousemove', this._onMouseMove);
          addListener(this.upperCanvasEl, 'mouseout', this._onMouseOut);
          addListener(this.upperCanvasEl, 'mouseenter', this._onMouseEnter);
          addListener(this.upperCanvasEl, 'wheel', this._onMouseWheel);
          addListener(this.upperCanvasEl, 'contextmenu', this._onContextMenu);

          // touch events
          addListener(this.upperCanvasEl, 'touchstart', this._onMouseDown, { passive: false });
          addListener(this.upperCanvasEl, 'touchmove', this._onMouseMove, { passive: false });

          Iif (typeof eventjs !== 'undefined' && 'add' in eventjs) {
            eventjs.add(this.upperCanvasEl, 'gesture', this._onGesture);
            eventjs.add(this.upperCanvasEl, 'drag', this._onDrag);
            eventjs.add(this.upperCanvasEl, 'orientation', this._onOrientationChange);
            eventjs.add(this.upperCanvasEl, 'shake', this._onShake);
            eventjs.add(this.upperCanvasEl, 'longpress', this._onLongPress);
          }
        },

        /**
         * @private
         */
        _bindEvents: function() {
          if (this.eventsBinded) {
            // for any reason we pass here twice we do not want to bind events twice.
            return;
          }
          this._onMouseDown = this._onMouseDown.bind(this);
          this._onMouseMove = this._onMouseMove.bind(this);
          this._onMouseUp = this._onMouseUp.bind(this);
          this._onResize = this._onResize.bind(this);
          this._onGesture = this._onGesture.bind(this);
          this._onDrag = this._onDrag.bind(this);
          this._onShake = this._onShake.bind(this);
          this._onLongPress = this._onLongPress.bind(this);
          this._onOrientationChange = this._onOrientationChange.bind(this);
          this._onMouseWheel = this._onMouseWheel.bind(this);
          this._onMouseOut = this._onMouseOut.bind(this);
          this._onMouseEnter = this._onMouseEnter.bind(this);
          this._onContextMenu = this._onContextMenu.bind(this);
          this._onDoubleClick = this._onDoubleClick.bind(this);
          this.eventsBinded = true;
        },

        /**
         * Removes all event listeners
         */
        removeListeners: function() {
          removeListener(fabric.window, 'resize', this._onResize);

          removeListener(this.upperCanvasEl, 'mousedown', this._onMouseDown);
          removeListener(this.upperCanvasEl, 'mousemove', this._onMouseMove);
          removeListener(this.upperCanvasEl, 'mouseout', this._onMouseOut);
          removeListener(this.upperCanvasEl, 'mouseenter', this._onMouseEnter);
          removeListener(this.upperCanvasEl, 'wheel', this._onMouseWheel);
          removeListener(this.upperCanvasEl, 'contextmenu', this._onContextMenu);
          removeListener(this.upperCanvasEl, 'doubleclick', this._onDoubleClick);
          removeListener(this.upperCanvasEl, 'touchstart', this._onMouseDown);
          removeListener(this.upperCanvasEl, 'touchmove', this._onMouseMove);

          Iif (typeof eventjs !== 'undefined' && 'remove' in eventjs) {
            eventjs.remove(this.upperCanvasEl, 'gesture', this._onGesture);
            eventjs.remove(this.upperCanvasEl, 'drag', this._onDrag);
            eventjs.remove(this.upperCanvasEl, 'orientation', this._onOrientationChange);
            eventjs.remove(this.upperCanvasEl, 'shake', this._onShake);
            eventjs.remove(this.upperCanvasEl, 'longpress', this._onLongPress);
          }
        },

        /**
         * @private
         * @param {Event} [e] Event object fired on Event.js gesture
         * @param {Event} [self] Inner Event object
         */
        _onGesture: function(e, self) {
          this.__onTransformGesture && this.__onTransformGesture(e, self);
        },

        /**
         * @private
         * @param {Event} [e] Event object fired on Event.js drag
         * @param {Event} [self] Inner Event object
         */
        _onDrag: function(e, self) {
          this.__onDrag && this.__onDrag(e, self);
        },

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

        /**
         * @private
         * @param {Event} e Event object fired on mousedown
         */
        _onMouseOut: function(e) {
          var target = this._hoveredTarget;
          this.fire('mouse:out', { target: target, e: e });
          this._hoveredTarget = null;
          target && target.fire('mouseout', { e: e });
          if (this._iTextInstances) {
            this._iTextInstances.forEach(function(obj) {
              if (obj.isEditing) {
                obj.hiddenTextarea.focus();
              }
            });
          }
        },

        /**
         * @private
         * @param {Event} e Event object fired on mouseenter
         */
        _onMouseEnter: function(e) {
          if (!this.findTarget(e)) {
            this.fire('mouse:over', { target: null, e: e });
            this._hoveredTarget = null;
          }
        },

        /**
         * @private
         * @param {Event} [e] Event object fired on Event.js orientation change
         * @param {Event} [self] Inner Event object
         */
        _onOrientationChange: function(e, self) {
          this.__onOrientationChange && this.__onOrientationChange(e, self);
        },

        /**
         * @private
         * @param {Event} [e] Event object fired on Event.js shake
         * @param {Event} [self] Inner Event object
         */
        _onShake: function(e, self) {
          this.__onShake && this.__onShake(e, self);
        },

        /**
         * @private
         * @param {Event} [e] Event object fired on Event.js shake
         * @param {Event} [self] Inner Event object
         */
        _onLongPress: function(e, self) {
          this.__onLongPress && this.__onLongPress(e, self);
        },

        /**
         * @private
         * @param {Event} e Event object fired on mousedown
         */
        _onContextMenu: function (e) {
          if (this.stopContextMenu) {
            e.stopPropagation();
            e.preventDefault();
          }
          return false;
        },

        /**
         * @private
         * @param {Event} e Event object fired on mousedown
         */
        _onDoubleClick: function (e) {
          this._handleEvent(e, 'dblclick');
        },

        /**
         * @private
         * @param {Event} e Event object fired on mousedown
         */
        _onMouseDown: function (e) {
          this.__onMouseDown(e);
          addListener(fabric.document, 'touchend', this._onMouseUp, { passive: false });
          addListener(fabric.document, 'touchmove', this._onMouseMove, { passive: false });

          removeListener(this.upperCanvasEl, 'mousemove', this._onMouseMove);
          removeListener(this.upperCanvasEl, 'touchmove', this._onMouseMove);

          Iif (e.type === 'touchstart') {
            // Unbind mousedown to prevent double triggers from touch devices
            removeListener(this.upperCanvasEl, 'mousedown', this._onMouseDown);
          }
          else {
            addListener(fabric.document, 'mouseup', this._onMouseUp);
            addListener(fabric.document, 'mousemove', this._onMouseMove);
          }
        },

        /**
         * @private
         * @param {Event} e Event object fired on mouseup
         */
        _onMouseUp: function (e) {
          this.__onMouseUp(e);

          removeListener(fabric.document, 'mouseup', this._onMouseUp);
          removeListener(fabric.document, 'touchend', this._onMouseUp);

          removeListener(fabric.document, 'mousemove', this._onMouseMove);
          removeListener(fabric.document, 'touchmove', this._onMouseMove);

          addListener(this.upperCanvasEl, 'mousemove', this._onMouseMove);
          addListener(this.upperCanvasEl, 'touchmove', this._onMouseMove, { passive: false });

          if (e.type === 'touchend') {
            // Wait 400ms before rebinding mousedown to prevent double triggers
            // from touch devices
            var _this = this;
            setTimeout(function() {
              addListener(_this.upperCanvasEl, 'mousedown', _this._onMouseDown);
            }, 400);
          }
        },

        /**
         * @private
         * @param {Event} e Event object fired on mousemove
         */
        _onMouseMove: function (e) {
          !this.allowTouchScrolling && e.preventDefault && e.preventDefault();
          this.__onMouseMove(e);
        },

        /**
         * @private
         */
        _onResize: function () {
          this.calcOffset();
        },

        /**
         * Decides whether the canvas should be redrawn in mouseup and mousedown events.
         * @private
         * @param {Object} target
         * @param {Object} pointer
         */
        _shouldRender: function(target, pointer) {
          var activeObject = this._activeObject;

          Iif (activeObject && activeObject.isEditing && target === activeObject) {
            // if we mouse up/down over a editing textbox a cursor change,
            // there is no need to re render
            return false;
          }
          return !!(
            (target && (
              target.isMoving ||
              target !== activeObject))
            ||
            (!target && !!activeObject)
            ||
            (!target && !activeObject && !this._groupSelector)
            ||
            (pointer &&
              this._previousPointer &&
              this.selection && (
                pointer.x !== this._previousPointer.x ||
              pointer.y !== this._previousPointer.y))
          );
        },

        /**
         * 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: function (e) {

          var target, searchTarget = true, transform = this._currentTransform,
              groupSelector = this._groupSelector,
              isClick = (!groupSelector || (groupSelector.left === 0 && groupSelector.top === 0));
          // if right/middle click just fire events and return
          // target undefined will make the _handleEvent search the target
          Iif (checkClick(e, RIGHT_CLICK)) {
            if (this.fireRightClick) {
              this._handleEvent(e, 'up', target, RIGHT_CLICK, isClick);
            }
            return;
          }

          Iif (checkClick(e, MIDDLE_CLICK)) {
            if (this.fireMiddleClick) {
              this._handleEvent(e, 'up', target, MIDDLE_CLICK, isClick);
            }
            return;
          }

          Iif (this.isDrawingMode && this._isCurrentlyDrawing) {
            this._onMouseUpInDrawingMode(e);
            return;
          }

          if (transform) {
            this._finalizeCurrentTransform(e);
            searchTarget = !transform.actionPerformed;
          }

          target = searchTarget ? this.findTarget(e, true) : transform.target;

          var shouldRender = this._shouldRender(target, this.getPointer(e));

          if (target || !isClick) {
            this._maybeGroupObjects(e);
          }
          else {
            // those are done by default on mouse up
            // by _maybeGroupObjects, we are skipping it in case of no target find
            this._groupSelector = null;
            this._currentTransform = null;
          }

          if (target) {
            target.isMoving = false;
          }
          this._setCursorFromEvent(e, target);
          this._handleEvent(e, 'up', target ? target : null, LEFT_CLICK, isClick);
          target && (target.__corner = 0);
          shouldRender && this.requestRenderAll();
        },

        /**
         * @private
         * Handle event firing for target and subtargets
         * @param {Event} e event from mouse
         * @param {String} eventType event to fire (up, down or move)
         * @param {fabric.Object} targetObj receiving event
         * @param {Number} [button] button used in the event 1 = left, 2 = middle, 3 = right
         * @param {Boolean} isClick for left button only, indicates that the mouse up happened without move.
         */
        _handleEvent: function(e, eventType, targetObj, button, isClick) {
          var target = typeof targetObj === 'undefined' ? this.findTarget(e) : targetObj,
              targets = this.targets || [],
              options = {
                e: e,
                target: target,
                subTargets: targets,
                button: button || LEFT_CLICK,
                isClick: isClick || false
              };
          this.fire('mouse:' + eventType, options);
          target && target.fire('mouse' + eventType, options);
          for (var i = 0; i < targets.length; i++) {
            targets[i].fire('mouse' + eventType, options);
          }
        },

        /**
         * @private
         * @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event
         */
        _finalizeCurrentTransform: function(e) {

          var transform = this._currentTransform,
              target = transform.target;

          Iif (target._scaling) {
            target._scaling = false;
          }

          target.setCoords();
          this._restoreOriginXY(target);

          Iif (transform.actionPerformed || (this.stateful && target.hasStateChanged())) {
            this.fire('object:modified', { target: target, e: e });
            target.fire('modified', { e: e });
          }
        },

        /**
         * @private
         * @param {Object} target Object to restore
         */
        _restoreOriginXY: function(target) {
          if (this._previousOriginX && this._previousOriginY) {

            var originPoint = target.translateToOriginPoint(
              target.getCenterPoint(),
              this._previousOriginX,
              this._previousOriginY);

            target.originX = this._previousOriginX;
            target.originY = this._previousOriginY;

            target.left = originPoint.x;
            target.top = originPoint.y;

            this._previousOriginX = null;
            this._previousOriginY = null;
          }
        },

        /**
         * @private
         * @param {Event} e Event object fired on mousedown
         */
        _onMouseDownInDrawingMode: function(e) {
          this._isCurrentlyDrawing = true;
          this.discardActiveObject(e).requestRenderAll();
          if (this.clipTo) {
            fabric.util.clipContext(this, this.contextTop);
          }
          var pointer = this.getPointer(e);
          this.freeDrawingBrush.onMouseDown(pointer);
          this._handleEvent(e, 'down');
        },

        /**
         * @private
         * @param {Event} e Event object fired on mousemove
         */
        _onMouseMoveInDrawingMode: function(e) {
          if (this._isCurrentlyDrawing) {
            var pointer = this.getPointer(e);
            this.freeDrawingBrush.onMouseMove(pointer);
          }
          this.setCursor(this.freeDrawingCursor);
          this._handleEvent(e, 'move');
        },

        /**
         * @private
         * @param {Event} e Event object fired on mouseup
         */
        _onMouseUpInDrawingMode: function(e) {
          this._isCurrentlyDrawing = false;
          if (this.clipTo) {
            this.contextTop.restore();
          }
          this.freeDrawingBrush.onMouseUp();
          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: function (e) {

          var target = this.findTarget(e) || null;

          // if right click just fire events
          if (checkClick(e, RIGHT_CLICK)) {
            if (this.fireRightClick) {
              this._handleEvent(e, 'down', target, RIGHT_CLICK);
            }
            return;
          }

          if (checkClick(e, MIDDLE_CLICK)) {
            if (this.fireMiddleClick) {
              this._handleEvent(e, 'down', target, MIDDLE_CLICK);
            }
            return;
          }

          Iif (this.isDrawingMode) {
            this._onMouseDownInDrawingMode(e);
            return;
          }

          // ignore if some object is being transformed at this moment
          Iif (this._currentTransform) {
            return;
          }

          // save pointer for check in __onMouseUp event
          var pointer = this.getPointer(e, true);
          this._previousPointer = pointer;
          var shouldRender = this._shouldRender(target, pointer),
              shouldGroup = this._shouldGroup(e, target);
          if (this._shouldClearSelection(e, target)) {
            this.discardActiveObject(e);
          }
          else Iif (shouldGroup) {
            this._handleGrouping(e, target);
            target = this._activeObject;
          }

          if (this.selection && (!target ||
            (!target.selectable && !target.isEditing && target !== this._activeObject))) {
            this._groupSelector = {
              ex: pointer.x,
              ey: pointer.y,
              top: 0,
              left: 0
            };
          }

          if (target) {
            if (target.selectable) {
              this.setActiveObject(target, e);
            }
            if (target === this._activeObject && (target.__corner || !shouldGroup)) {
              this._beforeTransform(e, target);
              this._setupCurrentTransform(e, target);
            }
          }
          this._handleEvent(e, 'down', target);
          // we must renderAll so that we update the visuals
          shouldRender && this.requestRenderAll();
        },

        /**
         * @private
         */
        _beforeTransform: function(e, target) {
          this.stateful && target.saveState();

          // determine if it's a drag or rotate case
          Iif (target._findTargetCorner(this.getPointer(e))) {
            this.onBeforeScaleRotate(target);
          }

        },

        /**
         * @private
         * @param {Object} target Object for that origin is set to center
         */
        _setOriginToCenter: function(target) {
          this._previousOriginX = this._currentTransform.target.originX;
          this._previousOriginY = this._currentTransform.target.originY;

          var center = target.getCenterPoint();

          target.originX = 'center';
          target.originY = 'center';

          target.left = center.x;
          target.top = center.y;

          this._currentTransform.left = target.left;
          this._currentTransform.top = target.top;
        },

        /**
         * @private
         * @param {Object} target Object for that center is set to origin
         */
        _setCenterToOrigin: function(target) {
          var originPoint = target.translateToOriginPoint(
            target.getCenterPoint(),
            this._previousOriginX,
            this._previousOriginY);

          target.originX = this._previousOriginX;
          target.originY = this._previousOriginY;

          target.left = originPoint.x;
          target.top = originPoint.y;

          this._previousOriginX = null;
          this._previousOriginY = null;
        },

        /**
         * Method that defines the actions when mouse is hovering the canvas.
         * The currentTransform parameter will definde 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: function (e) {

          var target, pointer;

          Iif (this.isDrawingMode) {
            this._onMouseMoveInDrawingMode(e);
            return;
          }
          Iif (typeof e.touches !== 'undefined' && e.touches.length > 1) {
            return;
          }

          var groupSelector = this._groupSelector;

          // We initially clicked in an empty area, so we draw a box for multiple selection
          Eif (groupSelector) {
            pointer = this.getPointer(e, true);

            groupSelector.left = pointer.x - groupSelector.ex;
            groupSelector.top = pointer.y - groupSelector.ey;

            this.renderTop();
          }
          else if (!this._currentTransform) {
            target = this.findTarget(e) || null;
            this._setCursorFromEvent(e, target);
            this._fireOverOutEvents(target, e);
          }
          else {
            this._transformObject(e);
          }
          this._handleEvent(e, 'move', this._currentTransform ? null : target);
        },

        /**
         * @private
         */
        _fireOverOutEvents: function(target, e) {
          var overOpt, outOpt, hoveredTarget = this._hoveredTarget;
          if (hoveredTarget !== target) {
            overOpt = { e: e, target: target, previousTarget: this._hoveredTarget };
            outOpt = { e: e, target: this._hoveredTarget, nextTarget: target };
            this._hoveredTarget = target;
          }
          if (target) {
            if (hoveredTarget !== target) {
              if (hoveredTarget) {
                this.fire('mouse:out', outOpt);
                hoveredTarget.fire('mouseout', outOpt);
              }
              this.fire('mouse:over', overOpt);
              target.fire('mouseover', overOpt);
            }
          }
          else if (hoveredTarget) {
            this.fire('mouse:out', outOpt);
            hoveredTarget.fire('mouseout', outOpt);
          }
        },

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

        /**
         * @private
         * @param {Event} e Event fired on mousemove
         */
        _transformObject: function(e) {
          var pointer = this.getPointer(e),
              transform = this._currentTransform;

          transform.reset = false;
          transform.target.isMoving = true;
          transform.shiftKey = e.shiftKey;
          transform.altKey = e[this.centeredKey];

          this._beforeScaleTransform(e, transform);
          this._performTransformAction(e, transform, pointer);

          transform.actionPerformed && this.requestRenderAll();
        },

        /**
         * @private
         */
        _performTransformAction: function(e, transform, pointer) {
          var x = pointer.x,
              y = pointer.y,
              target = transform.target,
              action = transform.action,
              actionPerformed = false;

          if (action === 'rotate') {
            (actionPerformed = this._rotateObject(x, y)) && this._fire('rotating', target, e);
          }
          else if (action === 'scale') {
            (actionPerformed = this._onScale(e, transform, x, y)) && this._fire('scaling', target, e);
          }
          else if (action === 'scaleX') {
            (actionPerformed = this._scaleObject(x, y, 'x')) && this._fire('scaling', target, e);
          }
          else if (action === 'scaleY') {
            (actionPerformed = this._scaleObject(x, y, 'y')) && this._fire('scaling', target, e);
          }
          else if (action === 'skewX') {
            (actionPerformed = this._skewObject(x, y, 'x')) && this._fire('skewing', target, e);
          }
          else if (action === 'skewY') {
            (actionPerformed = this._skewObject(x, y, 'y')) && this._fire('skewing', target, e);
          }
          else {
            actionPerformed = this._translateObject(x, y);
            if (actionPerformed) {
              this._fire('moving', target, e);
              this.setCursor(target.moveCursor || this.moveCursor);
            }
          }
          transform.actionPerformed = transform.actionPerformed || actionPerformed;
        },

        /**
         * @private
         */
        _fire: function(eventName, target, e) {
          this.fire('object:' + eventName, { target: target, e: e });
          target.fire(eventName, { e: e });
        },

        /**
         * @private
         */
        _beforeScaleTransform: function(e, transform) {
          if (transform.action === 'scale' || transform.action === 'scaleX' || transform.action === 'scaleY') {
            var centerTransform = this._shouldCenterTransform(transform.target);

            // Switch from a normal resize to center-based
            if ((centerTransform && (transform.originX !== 'center' || transform.originY !== 'center')) ||
               // Switch from center-based resize to normal one
               (!centerTransform && transform.originX === 'center' && transform.originY === 'center')
            ) {
              this._resetCurrentTransform();
              transform.reset = true;
            }
          }
        },

        /**
         * @private
         * @param {Event} e Event object
         * @param {Object} transform current tranform
         * @param {Number} x mouse position x from origin
         * @param {Number} y mouse poistion y from origin
         * @return {Boolean} true if the scaling occurred
         */
        _onScale: function(e, transform, x, y) {
          if (this._isUniscalePossible(e, transform.target)) {
            transform.currentAction = 'scale';
            return this._scaleObject(x, y);
          }
          else {
            // Switch from a normal resize to proportional
            if (!transform.reset && transform.currentAction === 'scale') {
              this._resetCurrentTransform();
            }

            transform.currentAction = 'scaleEqually';
            return this._scaleObject(x, y, 'equally');
          }
        },

        /**
         * @private
         * @param {Event} e Event object
         * @param {fabric.Object} target current target
         * @return {Boolean} true if unproportional scaling is possible
         */
        _isUniscalePossible: function(e, target) {
          return (e[this.uniScaleKey] || this.uniScaleTransform) && !target.get('lockUniScaling');
        },

        /**
         * 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: function (e, target) {
          if (!target) {
            this.setCursor(this.defaultCursor);
            return false;
          }

          var hoverCursor = target.hoverCursor || this.hoverCursor,
              activeSelection = this._activeObject && this._activeObject.type === 'activeSelection' ?
                this._activeObject : null,
              // only show proper corner when group selection is not active
              corner = (!activeSelection || !activeSelection.contains(target))
                        && target._findTargetCorner(this.getPointer(e, true));

          Eif (!corner) {
            this.setCursor(hoverCursor);
          }
          else {
            this.setCursor(this.getCornerCursor(corner, target, e));
          }
        },

        /**
         * @private
         */
        getCornerCursor: function(corner, target, e) {
          if (this.actionIsDisabled(corner, target, e)) {
            return this.notAllowedCursor;
          }
          else if (corner in cursorOffset) {
            return this._getRotatedCornerCursor(corner, target, e);
          }
          else if (corner === 'mtr' && target.hasRotatingPoint) {
            return this.rotationCursor;
          }
          else {
            return this.defaultCursor;
          }
        },

        actionIsDisabled: function(corner, target, e) {
          if (corner === 'mt' || corner === 'mb') {
            return e[this.altActionKey] ? target.lockSkewingX : target.lockScalingY;
          }
          else if (corner === 'ml' || corner === 'mr') {
            return e[this.altActionKey] ? target.lockSkewingY : target.lockScalingX;
          }
          else if (corner === 'mtr') {
            return target.lockRotation;
          }
          else {
            return this._isUniscalePossible(e, target) ?
              target.lockScalingX && target.lockScalingY : target.lockScalingX || target.lockScalingY;
          }
        },

        /**
         * @private
         */
        _getRotatedCornerCursor: function(corner, target, e) {
          var n = Math.round((target.angle % 360) / 45);

          Iif (n < 0) {
            n += 8; // full circle ahead
          }
          n += cursorOffset[corner];
          if (e[this.altActionKey] && cursorOffset[corner] % 2 === 0) {
            //if we are holding shift and we are on a mx corner...
            n += 2;
          }
          // normalize n to be from 0 to 7
          n %= 8;

          return this.cursorMap[n];
        }
      });
    })();

    (function() {

      var min = Math.min,
          max = Math.max;

      fabric.util.object.extend(fabric.Canvas.prototype, /** @lends fabric.Canvas.prototype */ {

        /**
         * @private
         * @param {Event} e Event object
         * @param {fabric.Object} target
         * @return {Boolean}
         */
        _shouldGroup: function(e, target) {
          var activeObject = this._activeObject;

          return activeObject && this._isSelectionKeyPressed(e) && target && target.selectable && this.selection &&
                (activeObject !== target || activeObject.type === 'activeSelection');
        },

        /**
         * @private
         * @param {Event} e Event object
         * @param {fabric.Object} target
         */
        _handleGrouping: function (e, target) {
          var activeObject = this._activeObject;
          if (activeObject.__corner) {
            return;
          }
          if (target === activeObject) {
            // if it's a group, find target again, using activeGroup objects
            target = this.findTarget(e, true);
            // if even object is not found or we are on activeObjectCorner, bail out
            if (!target) {
              return;
            }
          }
          if (activeObject && activeObject.type === 'activeSelection') {
            this._updateActiveSelection(target, e);
          }
          else {
            this._createActiveSelection(target, e);
          }
        },

        /**
         * @private
         */
        _updateActiveSelection: function(target, e) {
          var activeSelection = this._activeObject,
              currentActiveObjects = activeSelection._objects.slice(0);
          if (activeSelection.contains(target)) {
            activeSelection.removeWithUpdate(target);
            this._hoveredTarget = target;
            Eif (activeSelection.size() === 1) {
              // activate last remaining object
              this._setActiveObject(activeSelection.item(0), e);
            }
          }
          else {
            activeSelection.addWithUpdate(target);
            this._hoveredTarget = activeSelection;
          }
          this._fireSelectionEvents(currentActiveObjects, e);
        },

        /**
         * @private
         */
        _createActiveSelection: function(target, e) {
          var currentActives = this.getActiveObjects(), group = this._createGroup(target);
          this._hoveredTarget = group;
          this._setActiveObject(group, e);
          this._fireSelectionEvents(currentActives, e);
        },

        /**
         * @private
         * @param {Object} target
         */
        _createGroup: function(target) {
          var objects = this.getObjects(),
              isActiveLower = objects.indexOf(this._activeObject) < objects.indexOf(target),
              groupObjects = isActiveLower
                ? [this._activeObject, target]
                : [target, this._activeObject];
          this._activeObject.isEditing && this._activeObject.exitEditing();
          return new fabric.ActiveSelection(groupObjects, {
            canvas: this
          });
        },

        /**
         * @private
         * @param {Event} e mouse event
         */
        _groupSelectedObjects: function (e) {

          var group = this._collectObjects(),
              aGroup;

          // do not create group for 1 element only
          if (group.length === 1) {
            this.setActiveObject(group[0], e);
          }
          else if (group.length > 1) {
            aGroup = new fabric.ActiveSelection(group.reverse(), {
              canvas: this
            });
            this.setActiveObject(aGroup, e);
          }
        },

        /**
         * @private
         */
        _collectObjects: function() {
          var group = [],
              currentObject,
              x1 = this._groupSelector.ex,
              y1 = this._groupSelector.ey,
              x2 = x1 + this._groupSelector.left,
              y2 = y1 + this._groupSelector.top,
              selectionX1Y1 = new fabric.Point(min(x1, x2), min(y1, y2)),
              selectionX2Y2 = new fabric.Point(max(x1, x2), max(y1, y2)),
              allowIntersect = !this.selectionFullyContained,
              isClick = x1 === x2 && y1 === y2;
          // we iterate reverse order to collect top first in case of click.
          for (var i = this._objects.length; i--; ) {
            currentObject = this._objects[i];

            if (!currentObject || !currentObject.selectable || !currentObject.visible) {
              continue;
            }

            if ((allowIntersect && currentObject.intersectsWithRect(selectionX1Y1, selectionX2Y2)) ||
                currentObject.isContainedWithinRect(selectionX1Y1, selectionX2Y2) ||
                (allowIntersect && currentObject.containsPoint(selectionX1Y1)) ||
                (allowIntersect && currentObject.containsPoint(selectionX2Y2))
            ) {
              group.push(currentObject);

              // only add one object if it's a click
              if (isClick) {
                break;
              }
            }
          }

          return group;
        },

        /**
         * @private
         */
        _maybeGroupObjects: function(e) {
          if (this.selection && this._groupSelector) {
            this._groupSelectedObjects(e);
          }
          this.setCursor(this.defaultCursor);
          // clear selection and current transformation
          this._groupSelector = null;
          this._currentTransform = null;
        }
      });

    })();

    (function () {

      var supportQuality = fabric.StaticCanvas.supports('toDataURLWithQuality');

      fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {

        /**
         * Exports canvas element to a dataurl image. Note that when multiplier is used, cropping is scaled appropriately
         * @param {Object} [options] Options object
         * @param {String} [options.format=png] The format of the output image. Either "jpeg" or "png"
         * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.
         * @param {Number} [options.multiplier=1] Multiplier to scale by
         * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14
         * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14
         * @param {Number} [options.width] Cropping width. Introduced in v1.2.14
         * @param {Number} [options.height] Cropping height. Introduced in v1.2.14
         * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format
         * @see {@link http://jsfiddle.net/fabricjs/NfZVb/|jsFiddle demo}
         * @example <caption>Generate jpeg dataURL with lower quality</caption>
         * var dataURL = canvas.toDataURL({
         *   format: 'jpeg',
         *   quality: 0.8
         * });
         * @example <caption>Generate cropped png dataURL (clipping of canvas)</caption>
         * var dataURL = canvas.toDataURL({
         *   format: 'png',
         *   left: 100,
         *   top: 100,
         *   width: 200,
         *   height: 200
         * });
         * @example <caption>Generate double scaled png dataURL</caption>
         * var dataURL = canvas.toDataURL({
         *   format: 'png',
         *   multiplier: 2
         * });
         */
        toDataURL: function (options) {
          options || (options = { });

          var format = options.format || 'png',
              quality = options.quality || 1,
              multiplier = options.multiplier || 1,
              cropping = {
                left: options.left || 0,
                top: options.top || 0,
                width: options.width || 0,
                height: options.height || 0,
              };
          return this.__toDataURLWithMultiplier(format, quality, cropping, multiplier);
        },

        /**
         * @private
         */
        __toDataURLWithMultiplier: function(format, quality, cropping, multiplier) {

          var origWidth = this.width,
              origHeight = this.height,
              scaledWidth = (cropping.width || this.width) * multiplier,
              scaledHeight = (cropping.height || this.height) * multiplier,
              zoom = this.getZoom(),
              newZoom = zoom * multiplier,
              vp = this.viewportTransform,
              translateX = (vp[4] - cropping.left) * multiplier,
              translateY = (vp[5] - cropping.top) * multiplier,
              newVp = [newZoom, 0, 0, newZoom, translateX, translateY],
              originalInteractive = this.interactive,
              originalSkipOffScreen = this.skipOffscreen,
              needsResize = origWidth !== scaledWidth || origHeight !== scaledHeight;

          this.viewportTransform = newVp;
          this.skipOffscreen = false;
          // setting interactive to false avoid exporting controls
          this.interactive = false;
          if (needsResize) {
            this.setDimensions({ width: scaledWidth, height: scaledHeight }, { backstoreOnly: true });
          }
          // call a renderAll to force sync update. This will cancel the scheduled requestRenderAll
          // from setDimensions
          this.renderAll();
          var data = this.__toDataURL(format, quality, cropping);
          this.interactive = originalInteractive;
          this.skipOffscreen = originalSkipOffScreen;
          this.viewportTransform = vp;
          //setDimensions with no option object is taking care of:
          //this.width, this.height, this.requestRenderAll()
          if (needsResize) {
            this.setDimensions({ width: origWidth, height: origHeight }, { backstoreOnly: true });
          }
          this.renderAll();
          return data;
        },

        /**
         * @private
         */
        __toDataURL: function(format, quality) {

          var canvasEl = this.contextContainer.canvas;
          // to avoid common confusion https://github.com/kangax/fabric.js/issues/806
          if (format === 'jpg') {
            format = 'jpeg';
          }

          var data = supportQuality
            ? canvasEl.toDataURL('image/' + format, quality)
            : canvasEl.toDataURL('image/' + format);

          return data;
        },
      });

    })();

    fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {

      /**
       * Populates canvas with data from the specified dataless JSON.
       * JSON format must conform to the one of {@link fabric.Canvas#toDatalessJSON}
       * @deprecated since 1.2.2
       * @param {String|Object} json JSON string or object
       * @param {Function} callback Callback, invoked when json is parsed
       *                            and corresponding objects (e.g: {@link fabric.Image})
       *                            are initialized
       * @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.
       * @return {fabric.Canvas} instance
       * @chainable
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}
       */
      loadFromDatalessJSON: function (json, callback, reviver) {
        return this.loadFromJSON(json, callback, reviver);
      },

      /**
       * Populates canvas with data from the specified JSON.
       * JSON format must conform to the one of {@link fabric.Canvas#toJSON}
       * @param {String|Object} json JSON string or object
       * @param {Function} callback Callback, invoked when json is parsed
       *                            and corresponding objects (e.g: {@link fabric.Image})
       *                            are initialized
       * @param {Function} [reviver] Method for further parsing of JSON elements, called after each fabric object created.
       * @return {fabric.Canvas} instance
       * @chainable
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#deserialization}
       * @see {@link http://jsfiddle.net/fabricjs/fmgXt/|jsFiddle demo}
       * @example <caption>loadFromJSON</caption>
       * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas));
       * @example <caption>loadFromJSON with reviver</caption>
       * canvas.loadFromJSON(json, canvas.renderAll.bind(canvas), function(o, object) {
       *   // `o` = json object
       *   // `object` = fabric.Object instance
       *   // ... do some stuff ...
       * });
       */
      loadFromJSON: function (json, callback, reviver) {
        Iif (!json) {
          return;
        }

        // serialize if it wasn't already
        var serialized = (typeof json === 'string')
          ? JSON.parse(json)
          : fabric.util.object.clone(json);

        var _this = this,
            renderOnAddRemove = this.renderOnAddRemove;
        this.renderOnAddRemove = false;

        this._enlivenObjects(serialized.objects, function (enlivenedObjects) {
          _this.clear();
          _this._setBgOverlay(serialized, function () {
            enlivenedObjects.forEach(function(obj, index) {
              // we splice the array just in case some custom classes restored from JSON
              // will add more object to canvas at canvas init.
              _this.insertAt(obj, index);
            });
            _this.renderOnAddRemove = renderOnAddRemove;
            // remove parts i cannot set as options
            delete serialized.objects;
            delete serialized.backgroundImage;
            delete serialized.overlayImage;
            delete serialized.background;
            delete serialized.overlay;
            // this._initOptions does too many things to just
            // call it. Normally loading an Object from JSON
            // create the Object instance. Here the Canvas is
            // already an instance and we are just loading things over it
            _this._setOptions(serialized);
            _this.renderAll();
            callback && callback();
          });
        }, reviver);
        return this;
      },

      /**
       * @private
       * @param {Object} serialized Object with background and overlay information
       * @param {Function} callback Invoked after all background and overlay images/patterns loaded
       */
      _setBgOverlay: function(serialized, callback) {
        var loaded = {
          backgroundColor: false,
          overlayColor: false,
          backgroundImage: false,
          overlayImage: false
        };

        if (!serialized.backgroundImage && !serialized.overlayImage && !serialized.background && !serialized.overlay) {
          callback && callback();
          return;
        }

        var cbIfLoaded = function () {
          if (loaded.backgroundImage && loaded.overlayImage && loaded.backgroundColor && loaded.overlayColor) {
            callback && callback();
          }
        };

        this.__setBgOverlay('backgroundImage', serialized.backgroundImage, loaded, cbIfLoaded);
        this.__setBgOverlay('overlayImage', serialized.overlayImage, loaded, cbIfLoaded);
        this.__setBgOverlay('backgroundColor', serialized.background, loaded, cbIfLoaded);
        this.__setBgOverlay('overlayColor', serialized.overlay, loaded, cbIfLoaded);
      },

      /**
       * @private
       * @param {String} property Property to set (backgroundImage, overlayImage, backgroundColor, overlayColor)
       * @param {(Object|String)} value Value to set
       * @param {Object} loaded Set loaded property to true if property is set
       * @param {Object} callback Callback function to invoke after property is set
       */
      __setBgOverlay: function(property, value, loaded, callback) {
        var _this = this;

        if (!value) {
          loaded[property] = true;
          callback && callback();
          return;
        }

        if (property === 'backgroundImage' || property === 'overlayImage') {
          fabric.util.enlivenObjects([value], function(enlivedObject){
            _this[property] = enlivedObject[0];
            loaded[property] = true;
            callback && callback();
          });
        }
        else {
          this['set' + fabric.util.string.capitalize(property, true)](value, function() {
            loaded[property] = true;
            callback && callback();
          });
        }
      },

      /**
       * @private
       * @param {Array} objects
       * @param {Function} callback
       * @param {Function} [reviver]
       */
      _enlivenObjects: function (objects, callback, reviver) {
        if (!objects || objects.length === 0) {
          callback && callback([]);
          return;
        }

        fabric.util.enlivenObjects(objects, function(enlivenedObjects) {
          callback && callback(enlivenedObjects);
        }, null, reviver);
      },

      /**
       * @private
       * @param {String} format
       * @param {Function} callback
       */
      _toDataURL: function (format, callback) {
        this.clone(function (clone) {
          callback(clone.toDataURL(format));
        });
      },

      /**
       * @private
       * @param {String} format
       * @param {Number} multiplier
       * @param {Function} callback
       */
      _toDataURLWithMultiplier: function (format, multiplier, callback) {
        this.clone(function (clone) {
          callback(clone.toDataURLWithMultiplier(format, multiplier));
        });
      },

      /**
       * Clones canvas instance
       * @param {Object} [callback] Receives cloned instance as a first argument
       * @param {Array} [properties] Array of properties to include in the cloned canvas and children
       */
      clone: function (callback, properties) {
        var data = JSON.stringify(this.toJSON(properties));
        this.cloneWithoutData(function(clone) {
          clone.loadFromJSON(data, function() {
            callback && callback(clone);
          });
        });
      },

      /**
       * Clones canvas instance without cloning existing data.
       * This essentially copies canvas dimensions, clipping properties, etc.
       * but leaves data empty (so that you can populate it with your own)
       * @param {Object} [callback] Receives cloned instance as a first argument
       */
      cloneWithoutData: function(callback) {
        var el = fabric.document.createElement('canvas');

        el.width = this.width;
        el.height = this.height;

        var clone = new fabric.Canvas(el);
        clone.clipTo = this.clipTo;
        Iif (this.backgroundImage) {
          clone.setBackgroundImage(this.backgroundImage.src, function() {
            clone.renderAll();
            callback && callback(clone);
          });
          clone.backgroundImageOpacity = this.backgroundImageOpacity;
          clone.backgroundImageStretch = this.backgroundImageStretch;
        }
        else {
          callback && callback(clone);
        }
      }
    });

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend,
          clone = fabric.util.object.clone,
          toFixed = fabric.util.toFixed,
          capitalize = fabric.util.string.capitalize,
          degreesToRadians = fabric.util.degreesToRadians,
          supportsLineDash = fabric.StaticCanvas.supports('setLineDash'),
          objectCaching = !fabric.isLikelyNode,
          ALIASING_LIMIT = 2;

      Iif (fabric.Object) {
        return;
      }

      /**
       * Root object class from which all 2d shape classes inherit from
       * @class fabric.Object
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects}
       * @see {@link fabric.Object#initialize} for constructor definition
       *
       * @fires added
       * @fires removed
       *
       * @fires selected
       * @fires deselected
       * @fires modified
       * @fires rotating
       * @fires scaling
       * @fires moving
       * @fires skewing
       *
       * @fires mousedown
       * @fires mouseup
       * @fires mouseover
       * @fires mouseout
       * @fires mousewheel
       * @fires mousedblclick
       */
      fabric.Object = fabric.util.createClass(fabric.CommonMethods, /** @lends fabric.Object.prototype */ {

        /**
         * Type of an object (rect, circle, path, etc.).
         * Note that this property is meant to be read-only and not meant to be modified.
         * If you modify, certain parts of Fabric (such as JSON loading) won't work correctly.
         * @type String
         * @default
         */
        type:                     'object',

        /**
         * Horizontal origin of transformation of an object (one of "left", "right", "center")
         * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups
         * @type String
         * @default
         */
        originX:                  'left',

        /**
         * Vertical origin of transformation of an object (one of "top", "bottom", "center")
         * See http://jsfiddle.net/1ow02gea/244/ on how originX/originY affect objects in groups
         * @type String
         * @default
         */
        originY:                  'top',

        /**
         * Top position of an object. Note that by default it's relative to object top. You can change this by setting originY={top/center/bottom}
         * @type Number
         * @default
         */
        top:                      0,

        /**
         * Left position of an object. Note that by default it's relative to object left. You can change this by setting originX={left/center/right}
         * @type Number
         * @default
         */
        left:                     0,

        /**
         * Object width
         * @type Number
         * @default
         */
        width:                    0,

        /**
         * Object height
         * @type Number
         * @default
         */
        height:                   0,

        /**
         * Object scale factor (horizontal)
         * @type Number
         * @default
         */
        scaleX:                   1,

        /**
         * Object scale factor (vertical)
         * @type Number
         * @default
         */
        scaleY:                   1,

        /**
         * When true, an object is rendered as flipped horizontally
         * @type Boolean
         * @default
         */
        flipX:                    false,

        /**
         * When true, an object is rendered as flipped vertically
         * @type Boolean
         * @default
         */
        flipY:                    false,

        /**
         * Opacity of an object
         * @type Number
         * @default
         */
        opacity:                  1,

        /**
         * Angle of rotation of an object (in degrees)
         * @type Number
         * @default
         */
        angle:                    0,

        /**
         * Angle of skew on x axes of an object (in degrees)
         * @type Number
         * @default
         */
        skewX:                    0,

        /**
         * Angle of skew on y axes of an object (in degrees)
         * @type Number
         * @default
         */
        skewY:                    0,

        /**
         * Size of object's controlling corners (in pixels)
         * @type Number
         * @default
         */
        cornerSize:               13,

        /**
         * When true, object's controlling corners are rendered as transparent inside (i.e. stroke instead of fill)
         * @type Boolean
         * @default
         */
        transparentCorners:       true,

        /**
         * Default cursor value used when hovering over this object on canvas
         * @type String
         * @default
         */
        hoverCursor:              null,

        /**
         * Default cursor value used when moving this object on canvas
         * @type String
         * @default
         */
        moveCursor:               null,

        /**
         * Padding between object and its controlling borders (in pixels)
         * @type Number
         * @default
         */
        padding:                  0,

        /**
         * Color of controlling borders of an object (when it's active)
         * @type String
         * @default
         */
        borderColor:              'rgba(102,153,255,0.75)',

        /**
         * Array specifying dash pattern of an object's borders (hasBorder must be true)
         * @since 1.6.2
         * @type Array
         */
        borderDashArray:          null,

        /**
         * Color of controlling corners of an object (when it's active)
         * @type String
         * @default
         */
        cornerColor:              'rgba(102,153,255,0.5)',

        /**
         * Color of controlling corners of an object (when it's active and transparentCorners false)
         * @since 1.6.2
         * @type String
         * @default
         */
        cornerStrokeColor:        null,

        /**
         * Specify style of control, 'rect' or 'circle'
         * @since 1.6.2
         * @type String
         */
        cornerStyle:          'rect',

        /**
         * Array specifying dash pattern of an object's control (hasBorder must be true)
         * @since 1.6.2
         * @type Array
         */
        cornerDashArray:          null,

        /**
         * When true, this object will use center point as the origin of transformation
         * when being scaled via the controls.
         * <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
         * @since 1.3.4
         * @type Boolean
         * @default
         */
        centeredScaling:          false,

        /**
         * When true, this object will use center point as the origin of transformation
         * when being rotated via the controls.
         * <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
         * @since 1.3.4
         * @type Boolean
         * @default
         */
        centeredRotation:         true,

        /**
         * Color of object's fill
         * @type String
         * @default
         */
        fill:                     'rgb(0,0,0)',

        /**
         * Fill rule used to fill an object
         * accepted values are nonzero, evenodd
         * <b>Backwards incompatibility note:</b> This property was used for setting globalCompositeOperation until v1.4.12 (use `fabric.Object#globalCompositeOperation` instead)
         * @type String
         * @default
         */
        fillRule:                 'nonzero',

        /**
         * Composite rule used for canvas globalCompositeOperation
         * @type String
         * @default
         */
        globalCompositeOperation: 'source-over',

        /**
         * Background color of an object.
         * @type String
         * @default
         */
        backgroundColor:          '',

        /**
         * Selection Background color of an object. colored layer behind the object when it is active.
         * does not mix good with globalCompositeOperation methods.
         * @type String
         * @default
         */
        selectionBackgroundColor:          '',

        /**
         * When defined, an object is rendered via stroke and this property specifies its color
         * @type String
         * @default
         */
        stroke:                   null,

        /**
         * Width of a stroke used to render this object
         * @type Number
         * @default
         */
        strokeWidth:              1,

        /**
         * Array specifying dash pattern of an object's stroke (stroke must be defined)
         * @type Array
         */
        strokeDashArray:          null,

        /**
         * Line endings style of an object's stroke (one of "butt", "round", "square")
         * @type String
         * @default
         */
        strokeLineCap:            'butt',

        /**
         * Corner style of an object's stroke (one of "bevil", "round", "miter")
         * @type String
         * @default
         */
        strokeLineJoin:           'miter',

        /**
         * Maximum miter length (used for strokeLineJoin = "miter") of an object's stroke
         * @type Number
         * @default
         */
        strokeMiterLimit:         10,

        /**
         * Shadow object representing shadow of this shape
         * @type fabric.Shadow
         * @default
         */
        shadow:                   null,

        /**
         * Opacity of object's controlling borders when object is active and moving
         * @type Number
         * @default
         */
        borderOpacityWhenMoving:  0.4,

        /**
         * Scale factor of object's controlling borders
         * @type Number
         * @default
         */
        borderScaleFactor:        1,

        /**
         * Transform matrix (similar to SVG's transform matrix)
         * @type Array
         */
        transformMatrix:          null,

        /**
         * Minimum allowed scale value of an object
         * @type Number
         * @default
         */
        minScaleLimit:            0,

        /**
         * When set to `false`, an object can not be selected for modification (using either point-click-based or group-based selection).
         * But events still fire on it.
         * @type Boolean
         * @default
         */
        selectable:               true,

        /**
         * When set to `false`, an object can not be a target of events. All events propagate through it. Introduced in v1.3.4
         * @type Boolean
         * @default
         */
        evented:                  true,

        /**
         * When set to `false`, an object is not rendered on canvas
         * @type Boolean
         * @default
         */
        visible:                  true,

        /**
         * When set to `false`, object's controls are not displayed and can not be used to manipulate object
         * @type Boolean
         * @default
         */
        hasControls:              true,

        /**
         * When set to `false`, object's controlling borders are not rendered
         * @type Boolean
         * @default
         */
        hasBorders:               true,

        /**
         * When set to `false`, object's controlling rotating point will not be visible or selectable
         * @type Boolean
         * @default
         */
        hasRotatingPoint:         true,

        /**
         * Offset for object's controlling rotating point (when enabled via `hasRotatingPoint`)
         * @type Number
         * @default
         */
        rotatingPointOffset:      40,

        /**
         * When set to `true`, objects are "found" on canvas on per-pixel basis rather than according to bounding box
         * @type Boolean
         * @default
         */
        perPixelTargetFind:       false,

        /**
         * When `false`, default object's values are not included in its serialization
         * @type Boolean
         * @default
         */
        includeDefaultValues:     true,

        /**
         * Function that determines clipping of an object (context is passed as a first argument)
         * Note that context origin is at the object's center point (not left/top corner)
         * @deprecated since 2.0.0
         * @type Function
         */
        clipTo:                   null,

        /**
         * When `true`, object horizontal movement is locked
         * @type Boolean
         * @default
         */
        lockMovementX:            false,

        /**
         * When `true`, object vertical movement is locked
         * @type Boolean
         * @default
         */
        lockMovementY:            false,

        /**
         * When `true`, object rotation is locked
         * @type Boolean
         * @default
         */
        lockRotation:             false,

        /**
         * When `true`, object horizontal scaling is locked
         * @type Boolean
         * @default
         */
        lockScalingX:             false,

        /**
         * When `true`, object vertical scaling is locked
         * @type Boolean
         * @default
         */
        lockScalingY:             false,

        /**
         * When `true`, object non-uniform scaling is locked
         * @type Boolean
         * @default
         */
        lockUniScaling:           false,

        /**
         * When `true`, object horizontal skewing is locked
         * @type Boolean
         * @default
         */
        lockSkewingX:             false,

        /**
         * When `true`, object vertical skewing is locked
         * @type Boolean
         * @default
         */
        lockSkewingY:             false,

        /**
         * When `true`, object cannot be flipped by scaling into negative values
         * @type Boolean
         * @default
         */
        lockScalingFlip:          false,

        /**
         * When `true`, object is not exported in SVG or OBJECT/JSON
         * since 1.6.3
         * @type Boolean
         * @default
         */
        excludeFromExport:        false,

        /**
         * When `true`, object is cached on an additional canvas.
         * default to true
         * since 1.7.0
         * @type Boolean
         * @default true
         */
        objectCaching:            objectCaching,

        /**
         * When `true`, object properties are checked for cache invalidation. In some particular
         * situation you may want this to be disabled ( spray brush, very big, groups)
         * or if your application does not allow you to modify properties for groups child you want
         * to disable it for groups.
         * default to false
         * since 1.7.0
         * @type Boolean
         * @default false
         */
        statefullCache:            false,

        /**
         * When `true`, cache does not get updated during scaling. The picture will get blocky if scaled
         * too much and will be redrawn with correct details at the end of scaling.
         * this setting is performance and application dependant.
         * default to true
         * since 1.7.0
         * @type Boolean
         * @default true
         */
        noScaleCache:              true,

        /**
         * When set to `true`, object's cache will be rerendered next render call.
         * since 1.7.0
         * @type Boolean
         * @default true
         */
        dirty:                true,

        /**
         * keeps the value of the last hovered coner 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.
         * @type number|string|any
         * @default 0
         */
        __corner: 0,

        /**
         * Determins if the fill or the stroke is drawn first (one of "fill" or "stroke")
         * @type String
         * @default
         */
        paintFirst:           'fill',

        /**
         * List of properties to consider when checking if state
         * of an object is changed (fabric.Object#hasStateChanged)
         * as well as for history (undo/redo) purposes
         * @type Array
         */
        stateProperties: (
          'top left width height scaleX scaleY flipX flipY originX originY transformMatrix ' +
          'stroke strokeWidth strokeDashArray strokeLineCap strokeLineJoin strokeMiterLimit ' +
          'angle opacity fill globalCompositeOperation shadow clipTo visible backgroundColor ' +
          'skewX skewY fillRule paintFirst'
        ).split(' '),

        /**
         * List of properties to consider when checking if cache needs refresh
         * @type Array
         */
        cacheProperties: (
          'fill stroke strokeWidth strokeDashArray width height paintFirst' +
          ' strokeLineCap strokeLineJoin strokeMiterLimit backgroundColor'
        ).split(' '),

        /**
         * Constructor
         * @param {Object} [options] Options object
         */
        initialize: function(options) {
          if (options) {
            this.setOptions(options);
          }
        },

        /**
         * Create a the canvas used to keep the cached copy of the object
         * @private
         */
        _createCacheCanvas: function() {
          this._cacheProperties = {};
          this._cacheCanvas = fabric.document.createElement('canvas');
          this._cacheContext = this._cacheCanvas.getContext('2d');
          this._updateCacheCanvas();
        },

        /**
         * Limit the cache dimensions so that X * Y do not cross fabric.perfLimitSizeTotal
         * and each side do not cross fabric.cacheSideLimit
         * those numbers are configurable so that you can get as much detail as you want
         * making bargain with performances.
         * @param {Object} dims
         * @param {Object} dims.width width of canvas
         * @param {Object} dims.height height of canvas
         * @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache
         * @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache
         * @return {Object}.width width of canvas
         * @return {Object}.height height of canvas
         * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache
         * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache
         */
        _limitCacheSize: function(dims) {
          var perfLimitSizeTotal = fabric.perfLimitSizeTotal,
              width = dims.width, height = dims.height,
              max = fabric.maxCacheSideLimit, min = fabric.minCacheSideLimit;
          if (width <= max && height <= max && width * height <= perfLimitSizeTotal) {
            if (width < min) {
              dims.width = min;
            }
            if (height < min) {
              dims.height = min;
            }
            return dims;
          }
          var ar = width / height, limitedDims = fabric.util.limitDimsByArea(ar, perfLimitSizeTotal),
              capValue = fabric.util.capValue,
              x = capValue(min, limitedDims.x, max),
              y = capValue(min, limitedDims.y, max);
          Eif (width > x) {
            dims.zoomX /= width / x;
            dims.width = x;
            dims.capped = true;
          }
          Eif (height > y) {
            dims.zoomY /= height / y;
            dims.height = y;
            dims.capped = true;
          }
          return dims;
        },

        /**
         * Return the dimension and the zoom level needed to create a cache canvas
         * big enough to host the object to be cached.
         * @private
         * @param {Object} dim.x width of object to be cached
         * @param {Object} dim.y height of object to be cached
         * @return {Object}.width width of canvas
         * @return {Object}.height height of canvas
         * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache
         * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache
         */
        _getCacheCanvasDimensions: function() {
          var zoom = this.canvas && this.canvas.getZoom() || 1,
              objectScale = this.getObjectScaling(),
              retina = this.canvas && this.canvas._isRetinaScaling() ? fabric.devicePixelRatio : 1,
              dim = this._getNonTransformedDimensions(),
              zoomX = objectScale.scaleX * zoom * retina,
              zoomY = objectScale.scaleY * zoom * retina,
              width = dim.x * zoomX,
              height = dim.y * zoomY;
          return {
            // for sure this ALIASING_LIMIT is slightly crating problem
            // in situation in wich the cache canvas gets an upper limit
            width: width + ALIASING_LIMIT,
            height: height + ALIASING_LIMIT,
            zoomX: zoomX,
            zoomY: zoomY,
            x: dim.x,
            y: dim.y
          };
        },

        /**
         * 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: function() {
          Iif (this.noScaleCache && this.canvas && this.canvas._currentTransform) {
            var target = this.canvas._currentTransform.target,
                action = this.canvas._currentTransform.action;
            if (this === target && action.slice && action.slice(0, 5) === 'scale') {
              return false;
            }
          }
          var canvas = this._cacheCanvas,
              dims = this._limitCacheSize(this._getCacheCanvasDimensions()),
              minCacheSize = fabric.minCacheSideLimit,
              width = dims.width, height = dims.height, drawingWidth, drawingHeight,
              zoomX = dims.zoomX, zoomY = dims.zoomY,
              dimensionsChanged = width !== this.cacheWidth || height !== this.cacheHeight,
              zoomChanged = this.zoomX !== zoomX || this.zoomY !== zoomY,
              shouldRedraw = dimensionsChanged || zoomChanged,
              additionalWidth = 0, additionalHeight = 0, shouldResizeCanvas = false;
          if (dimensionsChanged) {
            var canvasWidth = this._cacheCanvas.width,
                canvasHeight = this._cacheCanvas.height,
                sizeGrowing = width > canvasWidth || height > canvasHeight,
                sizeShrinking = (width < canvasWidth * 0.9 || height < canvasHeight * 0.9) &&
                  canvasWidth > minCacheSize && canvasHeight > minCacheSize;
            shouldResizeCanvas = sizeGrowing || sizeShrinking;
            if (sizeGrowing && !dims.capped && (width > minCacheSize || height > minCacheSize)) {
              additionalWidth = width * 0.1;
              additionalHeight = height * 0.1;
            }
          }
          if (shouldRedraw) {
            Eif (shouldResizeCanvas) {
              canvas.width = Math.ceil(width + additionalWidth);
              canvas.height = Math.ceil(height + additionalHeight);
            }
            else {
              this._cacheContext.setTransform(1, 0, 0, 1, 0, 0);
              this._cacheContext.clearRect(0, 0, canvas.width, canvas.height);
            }
            drawingWidth = dims.x * zoomX / 2;
            drawingHeight = dims.y * zoomY / 2;
            this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth;
            this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight;
            this.cacheWidth = width;
            this.cacheHeight = height;
            this._cacheContext.translate(this.cacheTranslationX, this.cacheTranslationY);
            this._cacheContext.scale(zoomX, zoomY);
            this.zoomX = zoomX;
            this.zoomY = zoomY;
            return true;
          }
          return false;
        },

        /**
         * Sets object's properties from options
         * @param {Object} [options] Options object
         */
        setOptions: function(options) {
          this._setOptions(options);
          this._initGradient(options.fill, 'fill');
          this._initGradient(options.stroke, 'stroke');
          this._initClipping(options);
          this._initPattern(options.fill, 'fill');
          this._initPattern(options.stroke, 'stroke');
        },

        /**
         * Transforms context when rendering an object
         * @param {CanvasRenderingContext2D} ctx Context
         */
        transform: function(ctx) {
          var m;
          if (this.group && !this.group._transformDone) {
            m = this.calcTransformMatrix();
          }
          else {
            m = this.calcOwnMatrix();
          }
          ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
        },

        /**
         * Returns an object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} Object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,

              object = {
                type:                     this.type,
                version:                  fabric.version,
                originX:                  this.originX,
                originY:                  this.originY,
                left:                     toFixed(this.left, NUM_FRACTION_DIGITS),
                top:                      toFixed(this.top, NUM_FRACTION_DIGITS),
                width:                    toFixed(this.width, NUM_FRACTION_DIGITS),
                height:                   toFixed(this.height, NUM_FRACTION_DIGITS),
                fill:                     (this.fill && this.fill.toObject) ? this.fill.toObject() : this.fill,
                stroke:                   (this.stroke && this.stroke.toObject) ? this.stroke.toObject() : this.stroke,
                strokeWidth:              toFixed(this.strokeWidth, NUM_FRACTION_DIGITS),
                strokeDashArray:          this.strokeDashArray ? this.strokeDashArray.concat() : this.strokeDashArray,
                strokeLineCap:            this.strokeLineCap,
                strokeLineJoin:           this.strokeLineJoin,
                strokeMiterLimit:         toFixed(this.strokeMiterLimit, NUM_FRACTION_DIGITS),
                scaleX:                   toFixed(this.scaleX, NUM_FRACTION_DIGITS),
                scaleY:                   toFixed(this.scaleY, NUM_FRACTION_DIGITS),
                angle:                    toFixed(this.angle, NUM_FRACTION_DIGITS),
                flipX:                    this.flipX,
                flipY:                    this.flipY,
                opacity:                  toFixed(this.opacity, NUM_FRACTION_DIGITS),
                shadow:                   (this.shadow && this.shadow.toObject) ? this.shadow.toObject() : this.shadow,
                visible:                  this.visible,
                clipTo:                   this.clipTo && String(this.clipTo),
                backgroundColor:          this.backgroundColor,
                fillRule:                 this.fillRule,
                paintFirst:               this.paintFirst,
                globalCompositeOperation: this.globalCompositeOperation,
                transformMatrix:          this.transformMatrix ? this.transformMatrix.concat() : null,
                skewX:                    toFixed(this.skewX, NUM_FRACTION_DIGITS),
                skewY:                    toFixed(this.skewY, NUM_FRACTION_DIGITS)
              };

          fabric.util.populateWithProperties(this, object, propertiesToInclude);
          if (!this.includeDefaultValues) {
            object = this._removeDefaultValues(object);
          }

          return object;
        },

        /**
         * Returns (dataless) object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} Object representation of an instance
         */
        toDatalessObject: function(propertiesToInclude) {
          // will be overwritten by subclasses
          return this.toObject(propertiesToInclude);
        },

        /**
         * @private
         * @param {Object} object
         */
        _removeDefaultValues: function(object) {
          var prototype = fabric.util.getKlass(object.type).prototype,
              stateProperties = prototype.stateProperties;
          stateProperties.forEach(function(prop) {
            if (object[prop] === prototype[prop]) {
              delete object[prop];
            }
            var isArray = Object.prototype.toString.call(object[prop]) === '[object Array]' &&
                          Object.prototype.toString.call(prototype[prop]) === '[object Array]';

            // basically a check for [] === []
            Iif (isArray && object[prop].length === 0 && prototype[prop].length === 0) {
              delete object[prop];
            }
          });

          return object;
        },

        /**
         * Returns a string representation of an instance
         * @return {String}
         */
        toString: function() {
          return '#<fabric.' + capitalize(this.type) + '>';
        },

        /**
         * Return the object scale factor counting also the group scaling
         * @return {Object} object with scaleX and scaleY properties
         */
        getObjectScaling: function() {
          var scaleX = this.scaleX, scaleY = this.scaleY;
          if (this.group) {
            var scaling = this.group.getObjectScaling();
            scaleX *= scaling.scaleX;
            scaleY *= scaling.scaleY;
          }
          return { scaleX: scaleX, scaleY: scaleY };
        },

        /**
         * Return the object opacity counting also the group property
         * @return {Number}
         */
        getObjectOpacity: function() {
          var opacity = this.opacity;
          if (this.group) {
            opacity *= this.group.getObjectOpacity();
          }
          return opacity;
        },

        /**
         * @private
         * @param {String} key
         * @param {*} value
         * @return {fabric.Object} thisArg
         */
        _set: function(key, value) {
          var shouldConstrainValue = (key === 'scaleX' || key === 'scaleY'),
              isChanged = this[key] !== value, groupNeedsUpdate = false;

          if (shouldConstrainValue) {
            value = this._constrainScale(value);
          }
          if (key === 'scaleX' && value < 0) {
            this.flipX = !this.flipX;
            value *= -1;
          }
          else if (key === 'scaleY' && value < 0) {
            this.flipY = !this.flipY;
            value *= -1;
          }
          else if (key === 'shadow' && value && !(value instanceof fabric.Shadow)) {
            value = new fabric.Shadow(value);
          }
          else if (key === 'dirty' && this.group) {
            this.group.set('dirty', value);
          }

          this[key] = value;

          if (isChanged) {
            groupNeedsUpdate = this.group && this.group.isOnACache();
            if (this.cacheProperties.indexOf(key) > -1) {
              this.dirty = true;
              groupNeedsUpdate && this.group.set('dirty', true);
            }
            else if (groupNeedsUpdate && this.stateProperties.indexOf(key) > -1) {
              this.group.set('dirty', true);
            }
          }

          return this;
        },

        /**
         * This callback function is called by the parent group of an object every
         * time a non-delegated property changes on the group. It is passed the key
         * and value as parameters. Not adding in this function's signature to avoid
         * Travis build error about unused variables.
         */
        setOnGroup: function() {
          // implemented by sub-classes, as needed.
        },

        /**
         * Retrieves viewportTransform from Object's canvas if possible
         * @method getViewportTransform
         * @memberOf fabric.Object.prototype
         * @return {Boolean}
         */
        getViewportTransform: function() {
          if (this.canvas && this.canvas.viewportTransform) {
            return this.canvas.viewportTransform;
          }
          return fabric.iMatrix.concat();
        },

        /*
         * @private
         * return if the object would be visible in rendering
         * @memberOf fabric.Object.prototype
         * @return {Boolean}
         */
        isNotVisible: function() {
          return this.opacity === 0 || (this.width === 0 && this.height === 0) || !this.visible;
        },

        /**
         * Renders an object on a specified context
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        render: function(ctx) {
          // do not render if width/height are zeros or object is not visible
          if (this.isNotVisible()) {
            return;
          }
          Iif (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {
            return;
          }
          ctx.save();
          this._setupCompositeOperation(ctx);
          this.drawSelectionBackground(ctx);
          this.transform(ctx);
          this._setOpacity(ctx);
          this._setShadow(ctx, this);
          if (this.transformMatrix) {
            ctx.transform.apply(ctx, this.transformMatrix);
          }
          this.clipTo && fabric.util.clipContext(this, ctx);
          Iif (this.shouldCache()) {
            if (!this._cacheCanvas) {
              this._createCacheCanvas();
            }
            if (this.isCacheDirty()) {
              this.statefullCache && this.saveState({ propertySet: 'cacheProperties' });
              this.drawObject(this._cacheContext);
              this.dirty = false;
            }
            this.drawCacheOnCanvas(ctx);
          }
          else {
            this._removeCacheCanvas();
            this.dirty = false;
            this.drawObject(ctx);
            Iif (this.objectCaching && this.statefullCache) {
              this.saveState({ propertySet: 'cacheProperties' });
            }
          }
          this.clipTo && ctx.restore();
          ctx.restore();
        },

        /**
         * Remove cacheCanvas and its dimensions from the objects
         */
        _removeCacheCanvas: function() {
          this._cacheCanvas = null;
          this.cacheWidth = 0;
          this.cacheHeight = 0;
        },

        /**
         * When set to `true`, force the object to have its own cache, even if it is inside a group
         * it may be needed when your object behave in a particular way on the cache and always needs
         * its own isolated canvas to render correctly.
         * Created to be overridden
         * since 1.7.12
         * @returns false
         */
        needsItsOwnCache: function() {
          Iif (this.paintFirst === 'stroke' && typeof this.shadow === 'object') {
            return true;
          }
          return false;
        },

        /**
         * Decide if the object should cache or not. Create its own cache level
         * objectCaching is a global flag, wins over everything
         * needsItsOwnCache should be used when the object drawing method requires
         * a cache step. None of the fabric classes requires it.
         * Generally you do not cache objects in groups because the group outside is cached.
         * @return {Boolean}
         */
        shouldCache: function() {
          this.ownCaching = this.objectCaching &&
          (!this.group || this.needsItsOwnCache() || !this.group.isOnACache());
          return this.ownCaching;
        },

        /**
         * Check if this object or a child object will cast a shadow
         * used by Group.shouldCache to know if child has a shadow recursively
         * @return {Boolean}
         */
        willDrawShadow: function() {
          return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0);
        },

        /**
         * Execute the drawing operation for an object on a specified context
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        drawObject: function(ctx) {
          this._renderBackground(ctx);
          this._setStrokeStyles(ctx, this);
          this._setFillStyles(ctx, this);
          this._render(ctx);
        },

        /**
         * Paint the cached copy of the object on the target context.
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        drawCacheOnCanvas: function(ctx) {
          ctx.scale(1 / this.zoomX, 1 / this.zoomY);
          ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY);
        },

        /**
         * Check if cache is dirty
         * @param {Boolean} skipCanvas skip canvas checks because this object is painted
         * on parent canvas.
         */
        isCacheDirty: function(skipCanvas) {
          Iif (this.isNotVisible()) {
            return false;
          }
          Iif (this._cacheCanvas && !skipCanvas && this._updateCacheCanvas()) {
            // in this case the context is already cleared.
            return true;
          }
          else {
            if (this.dirty || (this.statefullCache && this.hasStateChanged('cacheProperties'))) {
              Eif (this._cacheCanvas && !skipCanvas) {
                var width = this.cacheWidth / this.zoomX;
                var height = this.cacheHeight / this.zoomY;
                this._cacheContext.clearRect(-width / 2, -height / 2, width, height);
              }
              return true;
            }
          }
          return false;
        },

        /**
         * Draws a background for the object big as its untrasformed dimensions
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderBackground: function(ctx) {
          Eif (!this.backgroundColor) {
            return;
          }
          var dim = this._getNonTransformedDimensions();
          ctx.fillStyle = this.backgroundColor;

          ctx.fillRect(
            -dim.x / 2,
            -dim.y / 2,
            dim.x,
            dim.y
          );
          // if there is background color no other shadows
          // should be casted
          this._removeShadow(ctx);
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _setOpacity: function(ctx) {
          if (this.group && !this.group._transformDone) {
            ctx.globalAlpha = this.getObjectOpacity();
          }
          else {
            ctx.globalAlpha *= this.opacity;
          }
        },

        _setStrokeStyles: function(ctx, decl) {
          if (decl.stroke) {
            ctx.lineWidth = decl.strokeWidth;
            ctx.lineCap = decl.strokeLineCap;
            ctx.lineJoin = decl.strokeLineJoin;
            ctx.miterLimit = decl.strokeMiterLimit;
            ctx.strokeStyle = decl.stroke.toLive
              ? decl.stroke.toLive(ctx, this)
              : decl.stroke;
          }
        },

        _setFillStyles: function(ctx, decl) {
          if (decl.fill) {
            ctx.fillStyle = decl.fill.toLive
              ? decl.fill.toLive(ctx, this)
              : decl.fill;
          }
        },

        /**
         * @private
         * Sets line dash
         * @param {CanvasRenderingContext2D} ctx Context to set the dash line on
         * @param {Array} dashArray array representing dashes
         * @param {Function} alternative function to call if browaser does not support lineDash
         */
        _setLineDash: function(ctx, dashArray, alternative) {
          if (!dashArray) {
            return;
          }
          // Spec requires the concatenation of two copies the dash list when the number of elements is odd
          if (1 & dashArray.length) {
            dashArray.push.apply(dashArray, dashArray);
          }
          Eif (supportsLineDash) {
            ctx.setLineDash(dashArray);
          }
          else {
            alternative && alternative(ctx);
          }
        },

        /**
         * Renders controls and borders for the object
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {Object} [styleOverride] properties to override the object style
         */
        _renderControls: function(ctx, styleOverride) {
          var vpt = this.getViewportTransform(),
              matrix = this.calcTransformMatrix(),
              options, drawBorders, drawControls;
          styleOverride = styleOverride || { };
          drawBorders = typeof styleOverride.hasBorders !== 'undefined' ? styleOverride.hasBorders : this.hasBorders;
          drawControls = typeof styleOverride.hasControls !== 'undefined' ? styleOverride.hasControls : this.hasControls;
          matrix = fabric.util.multiplyTransformMatrices(vpt, matrix);
          options = fabric.util.qrDecompose(matrix);
          ctx.save();
          ctx.translate(options.translateX, options.translateY);
          ctx.lineWidth = 1 * this.borderScaleFactor;
          if (!this.group) {
            ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;
          }
          if (styleOverride.forActiveSelection) {
            ctx.rotate(degreesToRadians(options.angle));
            drawBorders && this.drawBordersInGroup(ctx, options, styleOverride);
          }
          else {
            ctx.rotate(degreesToRadians(this.angle));
            drawBorders && this.drawBorders(ctx, styleOverride);
          }
          drawControls && this.drawControls(ctx, styleOverride);
          ctx.restore();
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _setShadow: function(ctx) {
          if (!this.shadow) {
            return;
          }

          var multX = (this.canvas && this.canvas.viewportTransform[0]) || 1,
              multY = (this.canvas && this.canvas.viewportTransform[3]) || 1,
              scaling = this.getObjectScaling();
          Iif (this.canvas && this.canvas._isRetinaScaling()) {
            multX *= fabric.devicePixelRatio;
            multY *= fabric.devicePixelRatio;
          }
          ctx.shadowColor = this.shadow.color;
          ctx.shadowBlur = this.shadow.blur * fabric.browserShadowBlurConstant *
            (multX + multY) * (scaling.scaleX + scaling.scaleY) / 4;
          ctx.shadowOffsetX = this.shadow.offsetX * multX * scaling.scaleX;
          ctx.shadowOffsetY = this.shadow.offsetY * multY * scaling.scaleY;
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _removeShadow: function(ctx) {
          if (!this.shadow) {
            return;
          }

          ctx.shadowColor = '';
          ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {Object} filler fabric.Pattern or fabric.Gradient
         */
        _applyPatternGradientTransform: function(ctx, filler) {
          Eif (!filler || !filler.toLive) {
            return { offsetX: 0, offsetY: 0 };
          }
          var t = filler.gradientTransform || filler.patternTransform;
          var offsetX = -this.width / 2 + filler.offsetX || 0,
              offsetY = -this.height / 2 + filler.offsetY || 0;
          ctx.translate(offsetX, offsetY);
          if (t) {
            ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]);
          }
          return { offsetX: offsetX, offsetY: offsetY };
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderPaintInOrder: function(ctx) {
          Iif (this.paintFirst === 'stroke') {
            this._renderStroke(ctx);
            this._renderFill(ctx);
          }
          else {
            this._renderFill(ctx);
            this._renderStroke(ctx);
          }
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderFill: function(ctx) {
          if (!this.fill) {
            return;
          }

          ctx.save();
          this._applyPatternGradientTransform(ctx, this.fill);
          Iif (this.fillRule === 'evenodd') {
            ctx.fill('evenodd');
          }
          else {
            ctx.fill();
          }
          ctx.restore();
        },

        _renderStroke: function(ctx) {
          if (!this.stroke || this.strokeWidth === 0) {
            return;
          }

          Iif (this.shadow && !this.shadow.affectStroke) {
            this._removeShadow(ctx);
          }

          ctx.save();
          this._setLineDash(ctx, this.strokeDashArray, this._renderDashedStroke);
          this._applyPatternGradientTransform(ctx, this.stroke);
          ctx.stroke();
          ctx.restore();
        },

        /**
         * This function is an helper for svg import. it returns the center of the object in the svg
         * untransformed coordinates
         * @private
         * @return {Object} center point from element coordinates
         */
        _findCenterFromElement: function() {
          return { x: this.left + this.width / 2, y: this.top + this.height / 2 };
        },

        /**
         * This function is an helper for svg import. it decoompose the transformMatrix
         * and assign properties to object.
         * untransformed coordinates
         * @private
         * @chainable
         */
        _assignTransformMatrixProps: function() {
          Eif (this.transformMatrix) {
            var options = fabric.util.qrDecompose(this.transformMatrix);
            this.flipX = false;
            this.flipY = false;
            this.set('scaleX', options.scaleX);
            this.set('scaleY', options.scaleY);
            this.angle = options.angle;
            this.skewX = options.skewX;
            this.skewY = 0;
          }
        },

        /**
         * This function is an helper for svg import. it removes the transform matrix
         * and set to object properties that fabricjs can handle
         * @private
         * @param {Object} preserveAspectRatioOptions
         * @return {thisArg}
         */
        _removeTransformMatrix: function(preserveAspectRatioOptions) {
          var center = this._findCenterFromElement();
          if (this.transformMatrix) {
            this._assignTransformMatrixProps();
            center = fabric.util.transformPoint(center, this.transformMatrix);
          }
          this.transformMatrix = null;
          if (preserveAspectRatioOptions) {
            this.scaleX *= preserveAspectRatioOptions.scaleX;
            this.scaleY *= preserveAspectRatioOptions.scaleY;
            this.cropX = preserveAspectRatioOptions.cropX;
            this.cropY = preserveAspectRatioOptions.cropY;
            center.x += preserveAspectRatioOptions.offsetLeft;
            center.y += preserveAspectRatioOptions.offsetTop;
            this.width = preserveAspectRatioOptions.width;
            this.height = preserveAspectRatioOptions.height;
          }
          this.setPositionByOrigin(center, 'center', 'center');
        },

        /**
         * Clones an instance, using a callback method will work for every object.
         * @param {Function} callback Callback is invoked with a clone as a first argument
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         */
        clone: function(callback, propertiesToInclude) {
          var objectForm = this.toObject(propertiesToInclude);
          if (this.constructor.fromObject) {
            this.constructor.fromObject(objectForm, callback);
          }
          else {
            fabric.Object._fromObject('Object', objectForm, callback);
          }
        },

        /**
         * Creates an instance of fabric.Image out of an object
         * @param {Function} callback callback, invoked with an instance as a first argument
         * @param {Object} [options] for clone as image, passed to toDataURL
         * @param {Boolean} [options.enableRetinaScaling] enable retina scaling for the cloned image
         * @return {fabric.Object} thisArg
         */
        cloneAsImage: function(callback, options) {
          var dataUrl = this.toDataURL(options);
          fabric.util.loadImage(dataUrl, function(img) {
            Eif (callback) {
              callback(new fabric.Image(img));
            }
          });
          return this;
        },

        /**
         * Converts an object into a data-url-like string
         * @param {Object} options Options object
         * @param {String} [options.format=png] The format of the output image. Either "jpeg" or "png"
         * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg.
         * @param {Number} [options.multiplier=1] Multiplier to scale by
         * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14
         * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14
         * @param {Number} [options.width] Cropping width. Introduced in v1.2.14
         * @param {Number} [options.height] Cropping height. Introduced in v1.2.14
         * @param {Boolean} [options.enableRetina] Enable retina scaling for clone image. Introduce in 1.6.4
         * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format
         */
        toDataURL: function(options) {
          options || (options = { });

          var el = fabric.util.createCanvasElement(),
              boundingRect = this.getBoundingRect();

          el.width = boundingRect.width;
          el.height = boundingRect.height;
          fabric.util.wrapElement(el, 'div');
          var canvas = new fabric.StaticCanvas(el, { enableRetinaScaling: options.enableRetinaScaling });
          // to avoid common confusion https://github.com/kangax/fabric.js/issues/806
          Iif (options.format === 'jpg') {
            options.format = 'jpeg';
          }

          if (options.format === 'jpeg') {
            canvas.backgroundColor = '#fff';
          }

          var origParams = {
            left: this.left,
            top: this.top
          };

          this.setPositionByOrigin(new fabric.Point(canvas.width / 2, canvas.height / 2), 'center', 'center');

          var originalCanvas = this.canvas;
          canvas.add(this);
          var data = canvas.toDataURL(options);

          this.set(origParams).setCoords();
          this.canvas = originalCanvas;

          canvas.dispose();
          canvas = null;

          return data;
        },

        /**
         * Returns true if specified type is identical to the type of an instance
         * @param {String} type Type to check against
         * @return {Boolean}
         */
        isType: function(type) {
          return this.type === type;
        },

        /**
         * Returns complexity of an instance
         * @return {Number} complexity of this instance (is 1 unless subclassed)
         */
        complexity: function() {
          return 1;
        },

        /**
         * Returns a JSON representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} JSON
         */
        toJSON: function(propertiesToInclude) {
          // delegate, not alias
          return this.toObject(propertiesToInclude);
        },

        /**
         * Sets gradient (fill or stroke) of an object
         * <b>Backwards incompatibility note:</b> This method was named "setGradientFill" until v1.1.0
         * @param {String} property Property name 'stroke' or 'fill'
         * @param {Object} [options] Options object
         * @param {String} [options.type] Type of gradient 'radial' or 'linear'
         * @param {Number} [options.x1=0] x-coordinate of start point
         * @param {Number} [options.y1=0] y-coordinate of start point
         * @param {Number} [options.x2=0] x-coordinate of end point
         * @param {Number} [options.y2=0] y-coordinate of end point
         * @param {Number} [options.r1=0] Radius of start point (only for radial gradients)
         * @param {Number} [options.r2=0] Radius of end point (only for radial gradients)
         * @param {Object} [options.colorStops] Color stops object eg. {0: 'ff0000', 1: '000000'}
         * @param {Object} [options.gradientTransform] transforMatrix for gradient
         * @return {fabric.Object} thisArg
         * @chainable
         * @see {@link http://jsfiddle.net/fabricjs/58y8b/|jsFiddle demo}
         * @example <caption>Set linear gradient</caption>
         * object.setGradient('fill', {
         *   type: 'linear',
         *   x1: -object.width / 2,
         *   y1: 0,
         *   x2: object.width / 2,
         *   y2: 0,
         *   colorStops: {
         *     0: 'red',
         *     0.5: '#005555',
         *     1: 'rgba(0,0,255,0.5)'
         *   }
         * });
         * canvas.renderAll();
         * @example <caption>Set radial gradient</caption>
         * object.setGradient('fill', {
         *   type: 'radial',
         *   x1: 0,
         *   y1: 0,
         *   x2: 0,
         *   y2: 0,
         *   r1: object.width / 2,
         *   r2: 10,
         *   colorStops: {
         *     0: 'red',
         *     0.5: '#005555',
         *     1: 'rgba(0,0,255,0.5)'
         *   }
         * });
         * canvas.renderAll();
         */
        setGradient: function(property, options) {
          options || (options = { });

          var gradient = { colorStops: [] };

          gradient.type = options.type || (options.r1 || options.r2 ? 'radial' : 'linear');
          gradient.coords = {
            x1: options.x1,
            y1: options.y1,
            x2: options.x2,
            y2: options.y2
          };

          Iif (options.r1 || options.r2) {
            gradient.coords.r1 = options.r1;
            gradient.coords.r2 = options.r2;
          }

          gradient.gradientTransform = options.gradientTransform;
          fabric.Gradient.prototype.addColorStop.call(gradient, options.colorStops);

          return this.set(property, fabric.Gradient.forObject(this, gradient));
        },

        /**
         * Sets pattern fill of an object
         * @param {Object} options Options object
         * @param {(String|HTMLImageElement)} options.source Pattern source
         * @param {String} [options.repeat=repeat] Repeat property of a pattern (one of repeat, repeat-x, repeat-y or no-repeat)
         * @param {Number} [options.offsetX=0] Pattern horizontal offset from object's left/top corner
         * @param {Number} [options.offsetY=0] Pattern vertical offset from object's left/top corner
         * @return {fabric.Object} thisArg
         * @chainable
         * @see {@link http://jsfiddle.net/fabricjs/QT3pa/|jsFiddle demo}
         * @example <caption>Set pattern</caption>
         * fabric.util.loadImage('http://fabricjs.com/assets/escheresque_ste.png', function(img) {
         *   object.setPatternFill({
         *     source: img,
         *     repeat: 'repeat'
         *   });
         *   canvas.renderAll();
         * });
         */
        setPatternFill: function(options) {
          return this.set('fill', new fabric.Pattern(options));
        },

        /**
         * Sets {@link fabric.Object#shadow|shadow} of an object
         * @param {Object|String} [options] Options object or string (e.g. "2px 2px 10px rgba(0,0,0,0.2)")
         * @param {String} [options.color=rgb(0,0,0)] Shadow color
         * @param {Number} [options.blur=0] Shadow blur
         * @param {Number} [options.offsetX=0] Shadow horizontal offset
         * @param {Number} [options.offsetY=0] Shadow vertical offset
         * @return {fabric.Object} thisArg
         * @chainable
         * @see {@link http://jsfiddle.net/fabricjs/7gvJG/|jsFiddle demo}
         * @example <caption>Set shadow with string notation</caption>
         * object.setShadow('2px 2px 10px rgba(0,0,0,0.2)');
         * canvas.renderAll();
         * @example <caption>Set shadow with object notation</caption>
         * object.setShadow({
         *   color: 'red',
         *   blur: 10,
         *   offsetX: 20,
         *   offsetY: 20
         * });
         * canvas.renderAll();
         */
        setShadow: function(options) {
          return this.set('shadow', options ? new fabric.Shadow(options) : null);
        },

        /**
         * Sets "color" of an instance (alias of `set('fill', &hellip;)`)
         * @param {String} color Color value
         * @return {fabric.Object} thisArg
         * @chainable
         */
        setColor: function(color) {
          this.set('fill', color);
          return this;
        },

        /**
         * Sets "angle" of an instance with centered rotation
         * @param {Number} angle Angle value (in degrees)
         * @return {fabric.Object} thisArg
         * @chainable
         */
        rotate: function(angle) {
          var shouldCenterOrigin = (this.originX !== 'center' || this.originY !== 'center') && this.centeredRotation;

          Eif (shouldCenterOrigin) {
            this._setOriginToCenter();
          }

          this.set('angle', angle);

          Eif (shouldCenterOrigin) {
            this._resetOrigin();
          }

          return this;
        },

        /**
         * Centers object horizontally on canvas to which it was added last.
         * You might need to call `setCoords` on an object after centering, to update controls area.
         * @return {fabric.Object} thisArg
         * @chainable
         */
        centerH: function () {
          this.canvas && this.canvas.centerObjectH(this);
          return this;
        },

        /**
         * Centers object horizontally on current viewport of canvas to which it was added last.
         * You might need to call `setCoords` on an object after centering, to update controls area.
         * @return {fabric.Object} thisArg
         * @chainable
         */
        viewportCenterH: function () {
          this.canvas && this.canvas.viewportCenterObjectH(this);
          return this;
        },

        /**
         * Centers object vertically on canvas to which it was added last.
         * You might need to call `setCoords` on an object after centering, to update controls area.
         * @return {fabric.Object} thisArg
         * @chainable
         */
        centerV: function () {
          this.canvas && this.canvas.centerObjectV(this);
          return this;
        },

        /**
         * Centers object vertically on current viewport of canvas to which it was added last.
         * You might need to call `setCoords` on an object after centering, to update controls area.
         * @return {fabric.Object} thisArg
         * @chainable
         */
        viewportCenterV: function () {
          this.canvas && this.canvas.viewportCenterObjectV(this);
          return this;
        },

        /**
         * Centers object vertically and horizontally on canvas to which is was added last
         * You might need to call `setCoords` on an object after centering, to update controls area.
         * @return {fabric.Object} thisArg
         * @chainable
         */
        center: function () {
          this.canvas && this.canvas.centerObject(this);
          return this;
        },

        /**
         * Centers object on current viewport of canvas to which it was added last.
         * You might need to call `setCoords` on an object after centering, to update controls area.
         * @return {fabric.Object} thisArg
         * @chainable
         */
        viewportCenter: function () {
          this.canvas && this.canvas.viewportCenterObject(this);
          return this;
        },

        /**
         * Returns coordinates of a pointer relative to an object
         * @param {Event} e Event to operate upon
         * @param {Object} [pointer] Pointer to operate upon (instead of event)
         * @return {Object} Coordinates of a pointer (x, y)
         */
        getLocalPointer: function(e, pointer) {
          pointer = pointer || this.canvas.getPointer(e);
          var pClicked = new fabric.Point(pointer.x, pointer.y),
              objectLeftTop = this._getLeftTopCoords();
          if (this.angle) {
            pClicked = fabric.util.rotatePoint(
              pClicked, objectLeftTop, degreesToRadians(-this.angle));
          }
          return {
            x: pClicked.x - objectLeftTop.x,
            y: pClicked.y - objectLeftTop.y
          };
        },

        /**
         * Sets canvas globalCompositeOperation for specific object
         * custom composition operation for the particular object can be specifed using globalCompositeOperation property
         * @param {CanvasRenderingContext2D} ctx Rendering canvas context
         */
        _setupCompositeOperation: function (ctx) {
          Eif (this.globalCompositeOperation) {
            ctx.globalCompositeOperation = this.globalCompositeOperation;
          }
        }
      });

      fabric.util.createAccessors && fabric.util.createAccessors(fabric.Object);

      extend(fabric.Object.prototype, fabric.Observable);

      /**
       * Defines the number of fraction digits to use when serializing object values.
       * You can use it to increase/decrease precision of such values like left, top, scaleX, scaleY, etc.
       * @static
       * @memberOf fabric.Object
       * @constant
       * @type Number
       */
      fabric.Object.NUM_FRACTION_DIGITS = 2;

      fabric.Object._fromObject = function(className, object, callback, extraParam) {
        var klass = fabric[className];
        object = clone(object, true);
        fabric.util.enlivenPatterns([object.fill, object.stroke], function(patterns) {
          if (typeof patterns[0] !== 'undefined') {
            object.fill = patterns[0];
          }
          if (typeof patterns[1] !== 'undefined') {
            object.stroke = patterns[1];
          }
          var instance = extraParam ? new klass(object[extraParam], object) : new klass(object);
          callback && callback(instance);
        });
      };

      /**
       * Unique id used internally when creating SVG elements
       * @static
       * @memberOf fabric.Object
       * @type Number
       */
      fabric.Object.__uid = 0;

    })(typeof exports !== 'undefined' ? exports : this);

    (function() {

      var degreesToRadians = fabric.util.degreesToRadians,
          originXOffset = {
            left: -0.5,
            center: 0,
            right: 0.5
          },
          originYOffset = {
            top: -0.5,
            center: 0,
            bottom: 0.5
          };

      fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {

        /**
         * Translates the coordinates from a set of origin to another (based on the object's dimensions)
         * @param {fabric.Point} point The point which corresponds to the originX and originY params
         * @param {String} fromOriginX Horizontal origin: 'left', 'center' or 'right'
         * @param {String} fromOriginY Vertical origin: 'top', 'center' or 'bottom'
         * @param {String} toOriginX Horizontal origin: 'left', 'center' or 'right'
         * @param {String} toOriginY Vertical origin: 'top', 'center' or 'bottom'
         * @return {fabric.Point}
         */
        translateToGivenOrigin: function(point, fromOriginX, fromOriginY, toOriginX, toOriginY) {
          var x = point.x,
              y = point.y,
              offsetX, offsetY, dim;

          if (typeof fromOriginX === 'string') {
            fromOriginX = originXOffset[fromOriginX];
          }
          else {
            fromOriginX -= 0.5;
          }

          if (typeof toOriginX === 'string') {
            toOriginX = originXOffset[toOriginX];
          }
          else {
            toOriginX -= 0.5;
          }

          offsetX = toOriginX - fromOriginX;

          if (typeof fromOriginY === 'string') {
            fromOriginY = originYOffset[fromOriginY];
          }
          else {
            fromOriginY -= 0.5;
          }

          if (typeof toOriginY === 'string') {
            toOriginY = originYOffset[toOriginY];
          }
          else {
            toOriginY -= 0.5;
          }

          offsetY = toOriginY - fromOriginY;

          if (offsetX || offsetY) {
            dim = this._getTransformedDimensions();
            x = point.x + offsetX * dim.x;
            y = point.y + offsetY * dim.y;
          }

          return new fabric.Point(x, y);
        },

        /**
         * Translates the coordinates from origin to center coordinates (based on the object's dimensions)
         * @param {fabric.Point} point The point which corresponds to the originX and originY params
         * @param {String} originX Horizontal origin: 'left', 'center' or 'right'
         * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
         * @return {fabric.Point}
         */
        translateToCenterPoint: function(point, originX, originY) {
          var p = this.translateToGivenOrigin(point, originX, originY, 'center', 'center');
          if (this.angle) {
            return fabric.util.rotatePoint(p, point, degreesToRadians(this.angle));
          }
          return p;
        },

        /**
         * Translates the coordinates from center to origin coordinates (based on the object's dimensions)
         * @param {fabric.Point} center The point which corresponds to center of the object
         * @param {String} originX Horizontal origin: 'left', 'center' or 'right'
         * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
         * @return {fabric.Point}
         */
        translateToOriginPoint: function(center, originX, originY) {
          var p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);
          if (this.angle) {
            return fabric.util.rotatePoint(p, center, degreesToRadians(this.angle));
          }
          return p;
        },

        /**
         * Returns the real center coordinates of the object
         * @return {fabric.Point}
         */
        getCenterPoint: function() {
          var leftTop = new fabric.Point(this.left, this.top);
          return this.translateToCenterPoint(leftTop, this.originX, this.originY);
        },

        /**
         * Returns the coordinates of the object based on center coordinates
         * @param {fabric.Point} point The point which corresponds to the originX and originY params
         * @return {fabric.Point}
         */
        // getOriginPoint: function(center) {
        //   return this.translateToOriginPoint(center, this.originX, this.originY);
        // },

        /**
         * Returns the coordinates of the object as if it has a different origin
         * @param {String} originX Horizontal origin: 'left', 'center' or 'right'
         * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
         * @return {fabric.Point}
         */
        getPointByOrigin: function(originX, originY) {
          var center = this.getCenterPoint();
          return this.translateToOriginPoint(center, originX, originY);
        },

        /**
         * Returns the point in local coordinates
         * @param {fabric.Point} point The point relative to the global coordinate system
         * @param {String} originX Horizontal origin: 'left', 'center' or 'right'
         * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
         * @return {fabric.Point}
         */
        toLocalPoint: function(point, originX, originY) {
          var center = this.getCenterPoint(),
              p, p2;

          if (typeof originX !== 'undefined' && typeof originY !== 'undefined' ) {
            p = this.translateToGivenOrigin(center, 'center', 'center', originX, originY);
          }
          else {
            p = new fabric.Point(this.left, this.top);
          }

          p2 = new fabric.Point(point.x, point.y);
          if (this.angle) {
            p2 = fabric.util.rotatePoint(p2, center, -degreesToRadians(this.angle));
          }
          return p2.subtractEquals(p);
        },

        /**
         * Returns the point in global coordinates
         * @param {fabric.Point} The point relative to the local coordinate system
         * @return {fabric.Point}
         */
        // toGlobalPoint: function(point) {
        //   return fabric.util.rotatePoint(point, this.getCenterPoint(), degreesToRadians(this.angle)).addEquals(new fabric.Point(this.left, this.top));
        // },

        /**
         * Sets the position of the object taking into consideration the object's origin
         * @param {fabric.Point} pos The new position of the object
         * @param {String} originX Horizontal origin: 'left', 'center' or 'right'
         * @param {String} originY Vertical origin: 'top', 'center' or 'bottom'
         * @return {void}
         */
        setPositionByOrigin: function(pos, originX, originY) {
          var center = this.translateToCenterPoint(pos, originX, originY),
              position = this.translateToOriginPoint(center, this.originX, this.originY);
          this.set('left', position.x);
          this.set('top', position.y);
        },

        /**
         * @param {String} to One of 'left', 'center', 'right'
         */
        adjustPosition: function(to) {
          var angle = degreesToRadians(this.angle),
              hypotFull = this.getScaledWidth(),
              xFull = Math.cos(angle) * hypotFull,
              yFull = Math.sin(angle) * hypotFull,
              offsetFrom, offsetTo;

          //TODO: this function does not consider mixed situation like top, center.
          if (typeof this.originX === 'string') {
            offsetFrom = originXOffset[this.originX];
          }
          else {
            offsetFrom = this.originX - 0.5;
          }
          if (typeof to === 'string') {
            offsetTo = originXOffset[to];
          }
          else {
            offsetTo = to - 0.5;
          }
          this.left += xFull * (offsetTo - offsetFrom);
          this.top += yFull * (offsetTo - offsetFrom);
          this.setCoords();
          this.originX = to;
        },

        /**
         * Sets the origin/position of the object to it's center point
         * @private
         * @return {void}
         */
        _setOriginToCenter: function() {
          this._originalOriginX = this.originX;
          this._originalOriginY = this.originY;

          var center = this.getCenterPoint();

          this.originX = 'center';
          this.originY = 'center';

          this.left = center.x;
          this.top = center.y;
        },

        /**
         * Resets the origin/position of the object to it's original origin
         * @private
         * @return {void}
         */
        _resetOrigin: function() {
          var originPoint = this.translateToOriginPoint(
            this.getCenterPoint(),
            this._originalOriginX,
            this._originalOriginY);

          this.originX = this._originalOriginX;
          this.originY = this._originalOriginY;

          this.left = originPoint.x;
          this.top = originPoint.y;

          this._originalOriginX = null;
          this._originalOriginY = null;
        },

        /**
         * @private
         */
        _getLeftTopCoords: function() {
          return this.translateToOriginPoint(this.getCenterPoint(), 'left', 'top');
        },

        /**
        * Callback; invoked right before object is about to go from active to inactive
        */
        onDeselect: function() {
          /* NOOP */
        }
      });

    })();

    (function() {

      function getCoords(coords) {
        return [
          new fabric.Point(coords.tl.x, coords.tl.y),
          new fabric.Point(coords.tr.x, coords.tr.y),
          new fabric.Point(coords.br.x, coords.br.y),
          new fabric.Point(coords.bl.x, coords.bl.y)
        ];
      }

      var degreesToRadians = fabric.util.degreesToRadians,
          multiplyMatrices = fabric.util.multiplyTransformMatrices;

      fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {

        /**
         * Describe object's corner position in canvas element coordinates.
         * properties are tl,mt,tr,ml,mr,bl,mb,br,mtr for the main controls.
         * each property is an object with x, y and corner.
         * The `corner` property contains in a similar manner the 4 points of the
         * interactive area of the corner.
         * The coordinates depends from this properties: width, height, scaleX, scaleY
         * skewX, skewY, angle, strokeWidth, viewportTransform, top, left, padding.
         * The coordinates get updated with @method setCoords.
         * You can calculate them without updating with @method calcCoords;
         * @memberOf fabric.Object.prototype
         */
        oCoords: null,

        /**
         * Describe object's corner position in canvas object absolute coordinates
         * properties are tl,tr,bl,br and describe the four main corner.
         * each property is an object with x, y, instance of Fabric.Point.
         * The coordinates depends from this properties: width, height, scaleX, scaleY
         * skewX, skewY, angle, strokeWidth, top, left.
         * Those coordinates are usefull to understand where an object is. They get updated
         * with oCoords but they do not need to be updated when zoom or panning change.
         * The coordinates get updated with @method setCoords.
         * You can calculate them without updating with @method calcCoords(true);
         * @memberOf fabric.Object.prototype
         */
        aCoords: null,

        /**
         * storage for object transform matrix
         */
        ownMatrixCache: null,

        /**
         * storage for object full transform matrix
         */
        matrixCache: null,

        /**
         * return correct set of coordinates for intersection
         */
        getCoords: function(absolute, calculate) {
          if (!this.oCoords) {
            this.setCoords();
          }
          var coords = absolute ? this.aCoords : this.oCoords;
          return getCoords(calculate ? this.calcCoords(absolute) : coords);
        },

        /**
         * Checks if object intersects with an area formed by 2 points
         * @param {Object} pointTL top-left point of area
         * @param {Object} pointBR bottom-right point of area
         * @param {Boolean} [absolute] use coordinates without viewportTransform
         * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
         * @return {Boolean} true if object intersects with an area formed by 2 points
         */
        intersectsWithRect: function(pointTL, pointBR, absolute, calculate) {
          var coords = this.getCoords(absolute, calculate),
              intersection = fabric.Intersection.intersectPolygonRectangle(
                coords,
                pointTL,
                pointBR
              );
          return intersection.status === 'Intersection';
        },

        /**
         * Checks if object intersects with another object
         * @param {Object} other Object to test
         * @param {Boolean} [absolute] use coordinates without viewportTransform
         * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
         * @return {Boolean} true if object intersects with another object
         */
        intersectsWithObject: function(other, absolute, calculate) {
          var intersection = fabric.Intersection.intersectPolygonPolygon(
            this.getCoords(absolute, calculate),
            other.getCoords(absolute, calculate)
          );

          return intersection.status === 'Intersection'
            || other.isContainedWithinObject(this, absolute, calculate)
            || this.isContainedWithinObject(other, absolute, calculate);
        },

        /**
         * Checks if object is fully contained within area of another object
         * @param {Object} other Object to test
         * @param {Boolean} [absolute] use coordinates without viewportTransform
         * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
         * @return {Boolean} true if object is fully contained within area of another object
         */
        isContainedWithinObject: function(other, absolute, calculate) {
          var points = this.getCoords(absolute, calculate),
              i = 0, lines = other._getImageLines(
                calculate ? other.calcCoords(absolute) : absolute ? other.aCoords : other.oCoords
              );
          for (; i < 4; i++) {
            if (!other.containsPoint(points[i], lines)) {
              return false;
            }
          }
          return true;
        },

        /**
         * Checks if object is fully contained within area formed by 2 points
         * @param {Object} pointTL top-left point of area
         * @param {Object} pointBR bottom-right point of area
         * @param {Boolean} [absolute] use coordinates without viewportTransform
         * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
         * @return {Boolean} true if object is fully contained within area formed by 2 points
         */
        isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) {
          var boundingRect = this.getBoundingRect(absolute, calculate);

          return (
            boundingRect.left >= pointTL.x &&
            boundingRect.left + boundingRect.width <= pointBR.x &&
            boundingRect.top >= pointTL.y &&
            boundingRect.top + boundingRect.height <= pointBR.y
          );
        },

        /**
         * Checks if point is inside the object
         * @param {fabric.Point} point Point to check against
         * @param {Object} [lines] object returned from @method _getImageLines
         * @param {Boolean} [absolute] use coordinates without viewportTransform
         * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
         * @return {Boolean} true if point is inside the object
         */
        containsPoint: function(point, lines, absolute, calculate) {
          var lines = lines || this._getImageLines(
                calculate ? this.calcCoords(absolute) : absolute ? this.aCoords : this.oCoords
              ),
              xPoints = this._findCrossPoints(point, lines);

          // if xPoints is odd then point is inside the object
          return (xPoints !== 0 && xPoints % 2 === 1);
        },

        /**
         * Checks if object is contained within the canvas with current viewportTransform
         * the check is done stopping at first point that appear on screen
         * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
         * @return {Boolean} true if object is fully contained within canvas
         */
        isOnScreen: function(calculate) {
          Iif (!this.canvas) {
            return false;
          }
          var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;
          var points = this.getCoords(true, calculate), point;
          for (var i = 0; i < 4; i++) {
            point = points[i];
            if (point.x <= pointBR.x && point.x >= pointTL.x && point.y <= pointBR.y && point.y >= pointTL.y) {
              return true;
            }
          }
          // no points on screen, check intersection with absolute coordinates
          if (this.intersectsWithRect(pointTL, pointBR, true)) {
            return true;
          }
          // worst case scenario the object is so big that contains the screen
          var centerPoint = { x: (pointTL.x + pointBR.x) / 2, y: (pointTL.y + pointBR.y) / 2 };
          Iif (this.containsPoint(centerPoint, null, true)) {
            return true;
          }
          return false;
        },

        /**
         * Method that returns an object with the object edges in it, given the coordinates of the corners
         * @private
         * @param {Object} oCoords Coordinates of the object corners
         */
        _getImageLines: function(oCoords) {
          return {
            topline: {
              o: oCoords.tl,
              d: oCoords.tr
            },
            rightline: {
              o: oCoords.tr,
              d: oCoords.br
            },
            bottomline: {
              o: oCoords.br,
              d: oCoords.bl
            },
            leftline: {
              o: oCoords.bl,
              d: oCoords.tl
            }
          };
        },

        /**
         * Helper method to determine how many cross points are between the 4 object edges
         * and the horizontal line determined by a point on canvas
         * @private
         * @param {fabric.Point} point Point to check
         * @param {Object} lines Coordinates of the object being evaluated
         */
        // remove yi, not used but left code here just in case.
        _findCrossPoints: function(point, lines) {
          var b1, b2, a1, a2, xi, // yi,
              xcount = 0,
              iLine;

          for (var lineKey in lines) {
            iLine = lines[lineKey];
            // optimisation 1: line below point. no cross
            if ((iLine.o.y < point.y) && (iLine.d.y < point.y)) {
              continue;
            }
            // optimisation 2: line above point. no cross
            if ((iLine.o.y >= point.y) && (iLine.d.y >= point.y)) {
              continue;
            }
            // optimisation 3: vertical line case
            if ((iLine.o.x === iLine.d.x) && (iLine.o.x >= point.x)) {
              xi = iLine.o.x;
              // yi = point.y;
            }
            // calculate the intersection point
            else {
              b1 = 0;
              b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x);
              a1 = point.y - b1 * point.x;
              a2 = iLine.o.y - b2 * iLine.o.x;

              xi = -(a1 - a2) / (b1 - b2);
              // yi = a1 + b1 * xi;
            }
            // dont count xi < point.x cases
            if (xi >= point.x) {
              xcount += 1;
            }
            // optimisation 4: specific for square images
            if (xcount === 2) {
              break;
            }
          }
          return xcount;
        },

        /**
         * Returns coordinates of object's bounding rectangle (left, top, width, height)
         * the box is intented as aligned to axis of canvas.
         * @param {Boolean} [absolute] use coordinates without viewportTransform
         * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
         * @return {Object} Object with left, top, width, height properties
         */
        getBoundingRect: function(absolute, calculate) {
          var coords = this.getCoords(absolute, calculate);
          return fabric.util.makeBoundingBoxFromPoints(coords);
        },

        /**
         * Returns width of an object bounding box counting transformations
         * @return {Number} width value
         */
        getScaledWidth: function() {
          return this._getTransformedDimensions().x;
        },

        /**
         * Returns height of an object bounding box counting transformations
         * @return {Number} height value
         */
        getScaledHeight: function() {
          return this._getTransformedDimensions().y;
        },

        /**
         * Makes sure the scale is valid and modifies it if necessary
         * @private
         * @param {Number} value
         * @return {Number}
         */
        _constrainScale: function(value) {
          if (Math.abs(value) < this.minScaleLimit) {
            Iif (value < 0) {
              return -this.minScaleLimit;
            }
            else {
              return this.minScaleLimit;
            }
          }
          else if (value === 0) {
            return 0.0001;
          }
          return value;
        },

        /**
         * Scales an object (equally by x and y)
         * @param {Number} value Scale factor
         * @return {fabric.Object} thisArg
         * @chainable
         */
        scale: function(value) {
          this._set('scaleX', value);
          this._set('scaleY', value);
          return this.setCoords();
        },

        /**
         * Scales an object to a given width, with respect to bounding box (scaling by x/y equally)
         * @param {Number} value New width value
         * @param {Boolean} absolute ignore viewport
         * @return {fabric.Object} thisArg
         * @chainable
         */
        scaleToWidth: function(value, absolute) {
          // adjust to bounding rect factor so that rotated shapes would fit as well
          var boundingRectFactor = this.getBoundingRect(absolute).width / this.getScaledWidth();
          return this.scale(value / this.width / boundingRectFactor);
        },

        /**
         * Scales an object to a given height, with respect to bounding box (scaling by x/y equally)
         * @param {Number} value New height value
         * @param {Boolean} absolute ignore viewport
         * @return {fabric.Object} thisArg
         * @chainable
         */
        scaleToHeight: function(value, absolute) {
          // adjust to bounding rect factor so that rotated shapes would fit as well
          var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight();
          return this.scale(value / this.height / boundingRectFactor);
        },

        /**
         * Calculate and returns the .coords of an object.
         * @return {Object} Object with tl, tr, br, bl ....
         * @chainable
         */
        calcCoords: function(absolute) {
          var theta = degreesToRadians(this.angle),
              vpt = this.getViewportTransform(),
              dim = absolute ? this._getTransformedDimensions() : this._calculateCurrentDimensions(),
              currentWidth = dim.x, currentHeight = dim.y,
              sinTh = theta ? Math.sin(theta) : 0,
              cosTh = theta ? Math.cos(theta) : 1,
              _angle = currentWidth > 0 ? Math.atan(currentHeight / currentWidth) : 0,
              _hypotenuse = (currentWidth / Math.cos(_angle)) / 2,
              offsetX = Math.cos(_angle + theta) * _hypotenuse,
              offsetY = Math.sin(_angle + theta) * _hypotenuse,
              center = this.getCenterPoint(),
              // offset added for rotate and scale actions
              coords = absolute ? center : fabric.util.transformPoint(center, vpt),
              tl  = new fabric.Point(coords.x - offsetX, coords.y - offsetY),
              tr  = new fabric.Point(tl.x + (currentWidth * cosTh), tl.y + (currentWidth * sinTh)),
              bl  = new fabric.Point(tl.x - (currentHeight * sinTh), tl.y + (currentHeight * cosTh)),
              br  = new fabric.Point(coords.x + offsetX, coords.y + offsetY);
          if (!absolute) {
            var ml  = new fabric.Point((tl.x + bl.x) / 2, (tl.y + bl.y) / 2),
                mt  = new fabric.Point((tr.x + tl.x) / 2, (tr.y + tl.y) / 2),
                mr  = new fabric.Point((br.x + tr.x) / 2, (br.y + tr.y) / 2),
                mb  = new fabric.Point((br.x + bl.x) / 2, (br.y + bl.y) / 2),
                mtr = new fabric.Point(mt.x + sinTh * this.rotatingPointOffset, mt.y - cosTh * this.rotatingPointOffset);
          }

          // debugging

          /* setTimeout(function() {
             canvas.contextTop.fillStyle = 'green';
             canvas.contextTop.fillRect(mb.x, mb.y, 3, 3);
             canvas.contextTop.fillRect(bl.x, bl.y, 3, 3);
             canvas.contextTop.fillRect(br.x, br.y, 3, 3);
             canvas.contextTop.fillRect(tl.x, tl.y, 3, 3);
             canvas.contextTop.fillRect(tr.x, tr.y, 3, 3);
             canvas.contextTop.fillRect(ml.x, ml.y, 3, 3);
             canvas.contextTop.fillRect(mr.x, mr.y, 3, 3);
             canvas.contextTop.fillRect(mt.x, mt.y, 3, 3);
             canvas.contextTop.fillRect(mtr.x, mtr.y, 3, 3);
           }, 50); */

          var coords = {
            // corners
            tl: tl, tr: tr, br: br, bl: bl,
          };
          if (!absolute) {
            // middle
            coords.ml = ml;
            coords.mt = mt;
            coords.mr = mr;
            coords.mb = mb;
            // rotating point
            coords.mtr = mtr;
          }
          return coords;
        },

        /**
         * Sets corner position coordinates based on current angle, width and height
         * See https://github.com/kangax/fabric.js/wiki/When-to-call-setCoords
         * @param {Boolean} [ignoreZoom] set oCoords with or without the viewport transform.
         * @param {Boolean} [skipAbsolute] skip calculation of aCoords, usefull in setViewportTransform
         * @return {fabric.Object} thisArg
         * @chainable
         */
        setCoords: function(ignoreZoom, skipAbsolute) {
          this.oCoords = this.calcCoords(ignoreZoom);
          if (!skipAbsolute) {
            this.aCoords = this.calcCoords(true);
          }

          // set coordinates of the draggable boxes in the corners used to scale/rotate the image
          ignoreZoom || (this._setCornerCoords && this._setCornerCoords());

          return this;
        },

        /**
         * calculate rotation matrix of an object
         * @return {Array} rotation matrix for the object
         */
        _calcRotateMatrix: function() {
          Eif (this.angle) {
            var theta = degreesToRadians(this.angle), cos = Math.cos(theta), sin = Math.sin(theta);
            // trying to keep rounding error small, ugly but it works.
            if (cos === 6.123233995736766e-17 || cos === -1.8369701987210297e-16) {
              cos = 0;
            }
            return [cos, sin, -sin, cos, 0, 0];
          }
          return fabric.iMatrix.concat();
        },

        transformMatrixKey: function(skipGroup) {
          var sep = '_', prefix = '';
          if (!skipGroup && this.group) {
            prefix = this.group.transformMatrixKey(skipGroup) + sep;
          };
          return prefix + this.top + sep + this.left + sep + this.scaleX + sep + this.scaleY +
            sep + this.skewX + sep + this.skewY + sep + this.angle +
            sep + this.width + sep + this.height + sep + this.strokeWidth + this.flipX + this.flipY;
        },

        /**
         * calculate trasform Matrix that represent current transformation from
         * object properties.
         * @param {Boolean} [skipGroup] return transformMatrix for object and not go upward with parents
         * @return {Array} matrix Transform Matrix for the object
         */
        calcTransformMatrix: function(skipGroup) {
          Iif (skipGroup) {
            return this.calcOwnMatrix();
          }
          var key = this.transformMatrixKey(), cache = this.matrixCache || (this.matrixCache = {});
          if (cache.key === key) {
            return cache.value;
          }
          var matrix = this.calcOwnMatrix();
          if (this.group) {
            matrix = multiplyMatrices(this.group.calcTransformMatrix(), matrix);
          }
          cache.key = key;
          cache.value = matrix;
          return matrix;
        },

        calcOwnMatrix: function() {
          var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {});
          if (cache.key === key) {
            return cache.value;
          }
          var center = this.getCenterPoint(),
              matrix = [1, 0, 0, 1, center.x, center.y],
              rotateMatrix,
              dimensionMatrix = this._calcDimensionsTransformMatrix(this.skewX, this.skewY, true);
          if (this.angle) {
            rotateMatrix = this._calcRotateMatrix();
            matrix = multiplyMatrices(matrix, rotateMatrix);
          }
          matrix = multiplyMatrices(matrix, dimensionMatrix);
          cache.key = key;
          cache.value = matrix;
          return matrix;
        },

        _calcDimensionsTransformMatrix: function(skewX, skewY, flipping) {
          var skewMatrix,
              scaleX = this.scaleX * (flipping && this.flipX ? -1 : 1),
              scaleY = this.scaleY * (flipping && this.flipY ? -1 : 1),
              scaleMatrix = [scaleX, 0, 0, scaleY, 0, 0];
          if (skewX) {
            skewMatrix = [1, 0, Math.tan(degreesToRadians(skewX)), 1];
            scaleMatrix = multiplyMatrices(scaleMatrix, skewMatrix, true);
          }
          if (skewY) {
            skewMatrix = [1, Math.tan(degreesToRadians(skewY)), 0, 1];
            scaleMatrix = multiplyMatrices(scaleMatrix, skewMatrix, true);
          }
          return scaleMatrix;
        },

        /*
         * Calculate object dimensions from its properties
         * @private
         * @return {Object} .x width dimension
         * @return {Object} .y height dimension
         */
        _getNonTransformedDimensions: function() {
          var strokeWidth = this.strokeWidth,
              w = this.width + strokeWidth,
              h = this.height + strokeWidth;
          return { x: w, y: h };
        },

        /*
         * Calculate object bounding boxdimensions from its properties scale, skew.
         * @private
         * @return {Object} .x width dimension
         * @return {Object} .y height dimension
         */
        _getTransformedDimensions: function(skewX, skewY) {
          Eif (typeof skewX === 'undefined') {
            skewX = this.skewX;
          }
          Eif (typeof skewY === 'undefined') {
            skewY = this.skewY;
          }
          var dimensions = this._getNonTransformedDimensions(),
              dimX = dimensions.x / 2, dimY = dimensions.y / 2,
              points = [
                {
                  x: -dimX,
                  y: -dimY
                },
                {
                  x: dimX,
                  y: -dimY
                },
                {
                  x: -dimX,
                  y: dimY
                },
                {
                  x: dimX,
                  y: dimY
                }],
              i, transformMatrix = this._calcDimensionsTransformMatrix(skewX, skewY, false),
              bbox;
          for (i = 0; i < points.length; i++) {
            points[i] = fabric.util.transformPoint(points[i], transformMatrix);
          }
          bbox = fabric.util.makeBoundingBoxFromPoints(points);
          return { x: bbox.width, y: bbox.height };
        },

        /*
         * Calculate object dimensions for controls. include padding and canvas zoom
         * private
         */
        _calculateCurrentDimensions: function()  {
          var vpt = this.getViewportTransform(),
              dim = this._getTransformedDimensions(),
              p = fabric.util.transformPoint(dim, vpt, true);

          return p.scalarAdd(2 * this.padding);
        },
      });
    })();

    fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {

      /**
       * Moves an object to the bottom of the stack of drawn objects
       * @return {fabric.Object} thisArg
       * @chainable
       */
      sendToBack: function() {
        if (this.group) {
          fabric.StaticCanvas.prototype.sendToBack.call(this.group, this);
        }
        else {
          this.canvas.sendToBack(this);
        }
        return this;
      },

      /**
       * Moves an object to the top of the stack of drawn objects
       * @return {fabric.Object} thisArg
       * @chainable
       */
      bringToFront: function() {
        if (this.group) {
          fabric.StaticCanvas.prototype.bringToFront.call(this.group, this);
        }
        else {
          this.canvas.bringToFront(this);
        }
        return this;
      },

      /**
       * Moves an object down in stack of drawn objects
       * @param {Boolean} [intersecting] If `true`, send object behind next lower intersecting object
       * @return {fabric.Object} thisArg
       * @chainable
       */
      sendBackwards: function(intersecting) {
        Iif (this.group) {
          fabric.StaticCanvas.prototype.sendBackwards.call(this.group, this, intersecting);
        }
        else {
          this.canvas.sendBackwards(this, intersecting);
        }
        return this;
      },

      /**
       * Moves an object up in stack of drawn objects
       * @param {Boolean} [intersecting] If `true`, send object in front of next upper intersecting object
       * @return {fabric.Object} thisArg
       * @chainable
       */
      bringForward: function(intersecting) {
        Iif (this.group) {
          fabric.StaticCanvas.prototype.bringForward.call(this.group, this, intersecting);
        }
        else {
          this.canvas.bringForward(this, intersecting);
        }
        return this;
      },

      /**
       * Moves an object to specified level in stack of drawn objects
       * @param {Number} index New position of object
       * @return {fabric.Object} thisArg
       * @chainable
       */
      moveTo: function(index) {
        if (this.group && this.group.type !== 'activeSelection') {
          fabric.StaticCanvas.prototype.moveTo.call(this.group, this, index);
        }
        else {
          this.canvas.moveTo(this, index);
        }
        return this;
      }
    });

    /* _TO_SVG_START_ */
    (function() {
      var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;

      function getSvgColorString(prop, value) {
        if (!value) {
          return prop + ': none; ';
        }
        else Iif (value.toLive) {
          return prop + ': url(#SVGID_' + value.id + '); ';
        }
        else {
          var color = new fabric.Color(value),
              str = prop + ': ' + color.toRgb() + '; ',
              opacity = color.getAlpha();
          if (opacity !== 1) {
            //change the color in rgb + opacity
            str += prop + '-opacity: ' + opacity.toString() + '; ';
          }
          return str;
        }
      }

      var toFixed = fabric.util.toFixed;

      fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {
        /**
         * Returns styles-string for svg-export
         * @param {Boolean} skipShadow a boolean to skip shadow filter output
         * @return {String}
         */
        getSvgStyles: function(skipShadow) {

          var fillRule = this.fillRule,
              strokeWidth = this.strokeWidth ? this.strokeWidth : '0',
              strokeDashArray = this.strokeDashArray ? this.strokeDashArray.join(' ') : 'none',
              strokeLineCap = this.strokeLineCap ? this.strokeLineCap : 'butt',
              strokeLineJoin = this.strokeLineJoin ? this.strokeLineJoin : 'miter',
              strokeMiterLimit = this.strokeMiterLimit ? this.strokeMiterLimit : '4',
              opacity = typeof this.opacity !== 'undefined' ? this.opacity : '1',
              visibility = this.visible ? '' : ' visibility: hidden;',
              filter = skipShadow ? '' : this.getSvgFilter(),
              fill = getSvgColorString('fill', this.fill),
              stroke = getSvgColorString('stroke', this.stroke);

          return [
            stroke,
            'stroke-width: ', strokeWidth, '; ',
            'stroke-dasharray: ', strokeDashArray, '; ',
            'stroke-linecap: ', strokeLineCap, '; ',
            'stroke-linejoin: ', strokeLineJoin, '; ',
            'stroke-miterlimit: ', strokeMiterLimit, '; ',
            fill,
            'fill-rule: ', fillRule, '; ',
            'opacity: ', opacity, ';',
            filter,
            visibility
          ].join('');
        },

        /**
         * Returns styles-string for svg-export
         * @param {Object} style style properties for the span a boolean to skip shadow filter output
         * @param {Boolean} useWhiteSpace a boolean to include an additional attribute in the style.
         * @return {String}
         */
        getSvgSpanStyles: function(style, useWhiteSpace) {
          var term = '; ',
              strokeWidth = style.strokeWidth ? 'stroke-width: ' + style.strokeWidth + term : '',
              fontFamily = style.fontFamily ? 'font-family: ' + style.fontFamily.replace(/"/g, '\'') + term : '',
              fontSize = style.fontSize ? 'font-size: ' + style.fontSize + term : '',
              fontStyle = style.fontStyle ? 'font-style: ' + style.fontStyle + term : '',
              fontWeight = style.fontWeight ? 'font-weight: ' + style.fontWeight + term : '',
              fill = style.fill ? getSvgColorString('fill', style.fill) : '',
              stroke = style.stroke ? getSvgColorString('stroke', style.stroke) : '',
              textDecoration = this.getSvgTextDecoration(style);
          Iif (textDecoration) {
            textDecoration = 'text-decoration: ' + textDecoration + term;
          }
          return [
            stroke,
            strokeWidth,
            fontFamily,
            fontSize,
            fontStyle,
            fontWeight,
            textDecoration,
            fill,
            useWhiteSpace ? 'white-space: pre; ' : ''
          ].join('');
        },

        getSvgTextDecoration: function(style) {
          if ('overline' in style || 'underline' in style || 'linethrough' in style) {
            return (style.overline ? 'overline ' : '') +
              (style.underline ? 'underline ' : '') + (style.linethrough ? 'line-through ' : '');
          }
          return '';
        },

        /**
         * Returns filter for svg shadow
         * @return {String}
         */
        getSvgFilter: function() {
          return this.shadow ? 'filter: url(#SVGID_' + this.shadow.id + ');' : '';
        },

        /**
         * Returns id attribute for svg output
         * @return {String}
         */
        getSvgId: function() {
          return this.id ? 'id="' + this.id + '" ' : '';
        },

        /**
         * Returns transform-string for svg-export
         * @return {String}
         */
        getSvgTransform: function() {
          var angle = this.angle,
              skewX = (this.skewX % 360),
              skewY = (this.skewY % 360),
              center = this.getCenterPoint(),

              NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS,

              translatePart = 'translate(' +
                                toFixed(center.x, NUM_FRACTION_DIGITS) +
                                ' ' +
                                toFixed(center.y, NUM_FRACTION_DIGITS) +
                              ')',

              anglePart = angle !== 0
                ? (' rotate(' + toFixed(angle, NUM_FRACTION_DIGITS) + ')')
                : '',

              scalePart = (this.scaleX === 1 && this.scaleY === 1)
                ? '' :
                (' scale(' +
                  toFixed(this.scaleX, NUM_FRACTION_DIGITS) +
                  ' ' +
                  toFixed(this.scaleY, NUM_FRACTION_DIGITS) +
                ')'),

              skewXPart = skewX !== 0 ? ' skewX(' + toFixed(skewX, NUM_FRACTION_DIGITS) + ')' : '',

              skewYPart = skewY !== 0 ? ' skewY(' + toFixed(skewY, NUM_FRACTION_DIGITS) + ')' : '',

              flipXPart = this.flipX ? ' matrix(-1 0 0 1 0 0) ' : '',

              flipYPart = this.flipY ? ' matrix(1 0 0 -1 0 0)' : '';

          return [
            translatePart, anglePart, scalePart, flipXPart, flipYPart, skewXPart, skewYPart
          ].join('');
        },

        /**
         * Returns transform-string for svg-export from the transform matrix of single elements
         * @return {String}
         */
        getSvgTransformMatrix: function() {
          return this.transformMatrix ? ' matrix(' + this.transformMatrix.join(' ') + ') ' : '';
        },

        _setSVGBg: function(textBgRects) {
          Iif (this.backgroundColor) {
            textBgRects.push(
              '\t\t<rect ',
              this._getFillAttributes(this.backgroundColor),
              ' x="',
              toFixed(-this.width / 2, NUM_FRACTION_DIGITS),
              '" y="',
              toFixed(-this.height / 2, NUM_FRACTION_DIGITS),
              '" width="',
              toFixed(this.width, NUM_FRACTION_DIGITS),
              '" height="',
              toFixed(this.height, NUM_FRACTION_DIGITS),
              '"></rect>\n');
          }
        },

        /**
         * @private
         */
        _createBaseSVGMarkup: function() {
          var markup = [];

          Iif (this.fill && this.fill.toLive) {
            markup.push(this.fill.toSVG(this, false));
          }
          Iif (this.stroke && this.stroke.toLive) {
            markup.push(this.stroke.toSVG(this, false));
          }
          Iif (this.shadow) {
            markup.push(this.shadow.toSVG(this));
          }
          return markup;
        },

        addPaintOrder: function() {
          return this.paintFirst !== 'fill' ? ' paint-order="' + this.paintFirst + '" ' : '';
        }
      });
    })();
    /* _TO_SVG_END_ */

    (function() {

      var extend = fabric.util.object.extend,
          originalSet = 'stateProperties';

      /*
        Depends on `stateProperties`
      */
      function saveProps(origin, destination, props) {
        var tmpObj = { }, deep = true;
        props.forEach(function(prop) {
          tmpObj[prop] = origin[prop];
        });
        extend(origin[destination], tmpObj, deep);
      }

      function _isEqual(origValue, currentValue, firstPass) {
        if (origValue === currentValue) {
          // if the objects are identical, return
          return true;
        }
        else if (Array.isArray(origValue)) {
          if (origValue.length !== currentValue.length) {
            return false;
          }
          for (var i = 0, len = origValue.length; i < len; i++) {
            Eif (!_isEqual(origValue[i], currentValue[i])) {
              return false;
            }
          }
          return true;
        }
        else if (origValue && typeof origValue === 'object') {
          var keys = Object.keys(origValue), key;
          Iif (!firstPass && keys.length !== Object.keys(currentValue).length) {
            return false;
          }
          for (var i = 0, len = keys.length; i < len; i++) {
            key = keys[i];
            if (!_isEqual(origValue[key], currentValue[key])) {
              return false;
            }
          }
          return true;
        }
      }

      fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {

        /**
         * Returns true if object state (one of its state properties) was changed
         * @param {String} [propertySet] optional name for the set of property we want to save
         * @return {Boolean} true if instance' state has changed since `{@link fabric.Object#saveState}` was called
         */
        hasStateChanged: function(propertySet) {
          propertySet = propertySet || originalSet;
          var dashedPropertySet = '_' + propertySet;
          if (Object.keys(this[dashedPropertySet]).length < this[propertySet].length) {
            return true;
          }
          return !_isEqual(this[dashedPropertySet], this, true);
        },

        /**
         * Saves state of an object
         * @param {Object} [options] Object with additional `stateProperties` array to include when saving state
         * @return {fabric.Object} thisArg
         */
        saveState: function(options) {
          var propertySet = options && options.propertySet || originalSet,
              destination = '_' + propertySet;
          if (!this[destination]) {
            return this.setupState(options);
          }
          saveProps(this, destination, this[propertySet]);
          if (options && options.stateProperties) {
            saveProps(this, destination, options.stateProperties);
          }
          return this;
        },

        /**
         * Setups state of an object
         * @param {Object} [options] Object with additional `stateProperties` array to include when saving state
         * @return {fabric.Object} thisArg
         */
        setupState: function(options) {
          options = options || { };
          var propertySet = options.propertySet || originalSet;
          options.propertySet = propertySet;
          this['_' + propertySet] = { };
          this.saveState(options);
          return this;
        }
      });
    })();

    (function() {

      var degreesToRadians = fabric.util.degreesToRadians;

      fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {

        /**
         * The object interactivity controls.
         * @private
         */
        _controlsVisibility: null,

        /**
         * Determines which corner has been clicked
         * @private
         * @param {Object} pointer The pointer indicating the mouse position
         * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or false if nothing is found
         */
        _findTargetCorner: function(pointer) {
          // objects in group, anykind, are not self modificable,
          // must not return an hovered corner.
          if (!this.hasControls || this.group || (!this.canvas || this.canvas._activeObject !== this)) {
            return false;
          }

          var ex = pointer.x,
              ey = pointer.y,
              xPoints,
              lines;
          this.__corner = 0;
          for (var i in this.oCoords) {

            Iif (!this.isControlVisible(i)) {
              continue;
            }

            Iif (i === 'mtr' && !this.hasRotatingPoint) {
              continue;
            }

            Iif (this.get('lockUniScaling') &&
               (i === 'mt' || i === 'mr' || i === 'mb' || i === 'ml')) {
              continue;
            }

            lines = this._getImageLines(this.oCoords[i].corner);

            // debugging

            // canvas.contextTop.fillRect(lines.bottomline.d.x, lines.bottomline.d.y, 2, 2);
            // canvas.contextTop.fillRect(lines.bottomline.o.x, lines.bottomline.o.y, 2, 2);

            // canvas.contextTop.fillRect(lines.leftline.d.x, lines.leftline.d.y, 2, 2);
            // canvas.contextTop.fillRect(lines.leftline.o.x, lines.leftline.o.y, 2, 2);

            // canvas.contextTop.fillRect(lines.topline.d.x, lines.topline.d.y, 2, 2);
            // canvas.contextTop.fillRect(lines.topline.o.x, lines.topline.o.y, 2, 2);

            // canvas.contextTop.fillRect(lines.rightline.d.x, lines.rightline.d.y, 2, 2);
            // canvas.contextTop.fillRect(lines.rightline.o.x, lines.rightline.o.y, 2, 2);

            xPoints = this._findCrossPoints({ x: ex, y: ey }, lines);
            if (xPoints !== 0 && xPoints % 2 === 1) {
              this.__corner = i;
              return i;
            }
          }
          return false;
        },

        /**
         * Sets the coordinates of the draggable boxes in the corners of
         * the image used to scale/rotate it.
         * @private
         */
        _setCornerCoords: function() {
          var coords = this.oCoords,
              newTheta = degreesToRadians(45 - this.angle),
              /* Math.sqrt(2 * Math.pow(this.cornerSize, 2)) / 2, */
              /* 0.707106 stands for sqrt(2)/2 */
              cornerHypotenuse = this.cornerSize * 0.707106,
              cosHalfOffset = cornerHypotenuse * Math.cos(newTheta),
              sinHalfOffset = cornerHypotenuse * Math.sin(newTheta),
              x, y;

          for (var point in coords) {
            x = coords[point].x;
            y = coords[point].y;
            coords[point].corner = {
              tl: {
                x: x - sinHalfOffset,
                y: y - cosHalfOffset
              },
              tr: {
                x: x + cosHalfOffset,
                y: y - sinHalfOffset
              },
              bl: {
                x: x - cosHalfOffset,
                y: y + sinHalfOffset
              },
              br: {
                x: x + sinHalfOffset,
                y: y + cosHalfOffset
              }
            };
          }
        },

        /**
         * 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
         * @param {CanvasRenderingContext2D} ctx Context to draw on
         * @return {fabric.Object} thisArg
         * @chainable
         */
        drawSelectionBackground: function(ctx) {
          Eif (!this.selectionBackgroundColor ||
            (this.canvas && !this.canvas.interactive) ||
            (this.canvas && this.canvas._activeObject !== this)
          ) {
            return this;
          }
          ctx.save();
          var center = this.getCenterPoint(), wh = this._calculateCurrentDimensions(),
              vpt = this.canvas.viewportTransform;
          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();
          return this;
        },

        /**
         * 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} styleOverride object to override the object style
         * @return {fabric.Object} thisArg
         * @chainable
         */
        drawBorders: function(ctx, styleOverride) {
          styleOverride = styleOverride || {};
          var wh = this._calculateCurrentDimensions(),
              strokeWidth = 1 / this.borderScaleFactor,
              width = wh.x + strokeWidth,
              height = wh.y + strokeWidth,
              drawRotatingPoint = typeof styleOverride.hasRotatingPoint !== 'undefined' ?
                styleOverride.hasRotatingPoint : this.hasRotatingPoint,
              hasControls = typeof styleOverride.hasControls !== 'undefined' ?
                styleOverride.hasControls : this.hasControls,
              rotatingPointOffset = typeof styleOverride.rotatingPointOffset !== 'undefined' ?
                styleOverride.rotatingPointOffset : this.rotatingPointOffset;

          ctx.save();
          ctx.strokeStyle = styleOverride.borderColor || this.borderColor;
          this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray, null);

          ctx.strokeRect(
            -width / 2,
            -height / 2,
            width,
            height
          );

          Eif (drawRotatingPoint && this.isControlVisible('mtr') && hasControls) {

            var rotateHeight = -height / 2;

            ctx.beginPath();
            ctx.moveTo(0, rotateHeight);
            ctx.lineTo(0, rotateHeight - rotatingPointOffset);
            ctx.stroke();
          }

          ctx.restore();
          return this;
        },

        /**
         * Draws borders of an object's bounding box when it is inside a group.
         * 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 {Object} styleOverride object to override the object style
         * @return {fabric.Object} thisArg
         * @chainable
         */
        drawBordersInGroup: function(ctx, options, styleOverride) {
          styleOverride = styleOverride || {};
          var p = this._getNonTransformedDimensions(),
              matrix = fabric.util.customTransformMatrix(options.scaleX, options.scaleY, options.skewX),
              wh = fabric.util.transformPoint(p, matrix),
              strokeWidth = 1 / this.borderScaleFactor,
              width = wh.x + strokeWidth,
              height = wh.y + strokeWidth;

          ctx.save();
          this._setLineDash(ctx, styleOverride.borderDashArray || this.borderDashArray, null);
          ctx.strokeStyle = styleOverride.borderColor || this.borderColor;

          ctx.strokeRect(
            -width / 2,
            -height / 2,
            width,
            height
          );

          ctx.restore();
          return this;
        },

        /**
         * 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 {Object} styleOverride object to override the object style
         * @return {fabric.Object} thisArg
         * @chainable
         */
        drawControls: function(ctx, styleOverride) {
          styleOverride = styleOverride || {};
          var wh = this._calculateCurrentDimensions(),
              width = wh.x,
              height = wh.y,
              scaleOffset = styleOverride.cornerSize || this.cornerSize,
              left = -(width + scaleOffset) / 2,
              top = -(height + scaleOffset) / 2,
              transparentCorners = typeof styleOverride.transparentCorners !== 'undefined' ?
                styleOverride.transparentCorners : this.transparentCorners,
              hasRotatingPoint = typeof styleOverride.hasRotatingPoint !== 'undefined' ?
                styleOverride.hasRotatingPoint : this.hasRotatingPoint,
              methodName = transparentCorners ? 'stroke' : 'fill';

          ctx.save();
          ctx.strokeStyle = ctx.fillStyle = styleOverride.cornerColor || this.cornerColor;
          Iif (!this.transparentCorners) {
            ctx.strokeStyle = styleOverride.cornerStrokeColor || this.cornerStrokeColor;
          }
          this._setLineDash(ctx, styleOverride.cornerDashArray || this.cornerDashArray, null);

          // top-left
          this._drawControl('tl', ctx, methodName,
            left,
            top, styleOverride);

          // top-right
          this._drawControl('tr', ctx, methodName,
            left + width,
            top, styleOverride);

          // bottom-left
          this._drawControl('bl', ctx, methodName,
            left,
            top + height, styleOverride);

          // bottom-right
          this._drawControl('br', ctx, methodName,
            left + width,
            top + height, styleOverride);

          Eif (!this.get('lockUniScaling')) {

            // middle-top
            this._drawControl('mt', ctx, methodName,
              left + width / 2,
              top, styleOverride);

            // middle-bottom
            this._drawControl('mb', ctx, methodName,
              left + width / 2,
              top + height, styleOverride);

            // middle-right
            this._drawControl('mr', ctx, methodName,
              left + width,
              top + height / 2, styleOverride);

            // middle-left
            this._drawControl('ml', ctx, methodName,
              left,
              top + height / 2, styleOverride);
          }

          // middle-top-rotate
          Eif (hasRotatingPoint) {
            this._drawControl('mtr', ctx, methodName,
              left + width / 2,
              top - this.rotatingPointOffset, styleOverride);
          }

          ctx.restore();

          return this;
        },

        /**
         * @private
         */
        _drawControl: function(control, ctx, methodName, left, top, styleOverride) {
          styleOverride = styleOverride || {};
          Iif (!this.isControlVisible(control)) {
            return;
          }
          var size = this.cornerSize, stroke = !this.transparentCorners && this.cornerStrokeColor;
          switch (styleOverride.cornerStyle || this.cornerStyle) {
            case 'circle':
              ctx.beginPath();
              ctx.arc(left + size / 2, top + size / 2, size / 2, 0, 2 * Math.PI, false);
              ctx[methodName]();
              if (stroke) {
                ctx.stroke();
              }
              break;
            default:
              this.transparentCorners || ctx.clearRect(left, top, size, size);
              ctx[methodName + 'Rect'](left, top, size, size);
              Iif (stroke) {
                ctx.strokeRect(left, top, size, size);
              }
          }
        },

        /**
         * Returns true if the specified control is visible, false otherwise.
         * @param {String} controlName The name of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.
         * @returns {Boolean} true if the specified control is visible, false otherwise
         */
        isControlVisible: function(controlName) {
          return this._getControlsVisibility()[controlName];
        },

        /**
         * Sets the visibility of the specified control.
         * @param {String} controlName The name of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.
         * @param {Boolean} visible true to set the specified control visible, false otherwise
         * @return {fabric.Object} thisArg
         * @chainable
         */
        setControlVisible: function(controlName, visible) {
          this._getControlsVisibility()[controlName] = visible;
          return this;
        },

        /**
         * Sets the visibility state of object controls.
         * @param {Object} [options] Options object
         * @param {Boolean} [options.bl] true to enable the bottom-left control, false to disable it
         * @param {Boolean} [options.br] true to enable the bottom-right control, false to disable it
         * @param {Boolean} [options.mb] true to enable the middle-bottom control, false to disable it
         * @param {Boolean} [options.ml] true to enable the middle-left control, false to disable it
         * @param {Boolean} [options.mr] true to enable the middle-right control, false to disable it
         * @param {Boolean} [options.mt] true to enable the middle-top control, false to disable it
         * @param {Boolean} [options.tl] true to enable the top-left control, false to disable it
         * @param {Boolean} [options.tr] true to enable the top-right control, false to disable it
         * @param {Boolean} [options.mtr] true to enable the middle-top-rotate control, false to disable it
         * @return {fabric.Object} thisArg
         * @chainable
         */
        setControlsVisibility: function(options) {
          options || (options = { });

          for (var p in options) {
            this.setControlVisible(p, options[p]);
          }
          return this;
        },

        /**
         * Returns the instance of the control visibility set for this object.
         * @private
         * @returns {Object}
         */
        _getControlsVisibility: function() {
          if (!this._controlsVisibility) {
            this._controlsVisibility = {
              tl: true,
              tr: true,
              br: true,
              bl: true,
              ml: true,
              mt: true,
              mr: true,
              mb: true,
              mtr: true
            };
          }
          return this._controlsVisibility;
        },

        /**
         * 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 {Event} [options.e] event if the process is generated by an event
         */
        onDeselect: function() {
          // implemented by sub-classes, as needed.
        },

        /**
         * 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: function() {
          // implemented by sub-classes, as needed.
        }
      });
    })();

    fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {

      /**
       * Animation duration (in ms) for fx* methods
       * @type Number
       * @default
       */
      FX_DURATION: 500,

      /**
       * Centers object horizontally with animation.
       * @param {fabric.Object} object Object to center
       * @param {Object} [callbacks] Callbacks object with optional "onComplete" and/or "onChange" properties
       * @param {Function} [callbacks.onComplete] Invoked on completion
       * @param {Function} [callbacks.onChange] Invoked on every step of animation
       * @return {fabric.Canvas} thisArg
       * @chainable
       */
      fxCenterObjectH: function (object, callbacks) {
        callbacks = callbacks || { };

        var empty = function() { },
            onComplete = callbacks.onComplete || empty,
            onChange = callbacks.onChange || empty,
            _this = this;

        fabric.util.animate({
          startValue: object.left,
          endValue: this.getCenter().left,
          duration: this.FX_DURATION,
          onChange: function(value) {
            object.set('left', value);
            _this.requestRenderAll();
            onChange();
          },
          onComplete: function() {
            object.setCoords();
            onComplete();
          }
        });

        return this;
      },

      /**
       * Centers object vertically with animation.
       * @param {fabric.Object} object Object to center
       * @param {Object} [callbacks] Callbacks object with optional "onComplete" and/or "onChange" properties
       * @param {Function} [callbacks.onComplete] Invoked on completion
       * @param {Function} [callbacks.onChange] Invoked on every step of animation
       * @return {fabric.Canvas} thisArg
       * @chainable
       */
      fxCenterObjectV: function (object, callbacks) {
        callbacks = callbacks || { };

        var empty = function() { },
            onComplete = callbacks.onComplete || empty,
            onChange = callbacks.onChange || empty,
            _this = this;

        fabric.util.animate({
          startValue: object.top,
          endValue: this.getCenter().top,
          duration: this.FX_DURATION,
          onChange: function(value) {
            object.set('top', value);
            _this.requestRenderAll();
            onChange();
          },
          onComplete: function() {
            object.setCoords();
            onComplete();
          }
        });

        return this;
      },

      /**
       * Same as `fabric.Canvas#remove` but animated
       * @param {fabric.Object} object Object to remove
       * @param {Object} [callbacks] Callbacks object with optional "onComplete" and/or "onChange" properties
       * @param {Function} [callbacks.onComplete] Invoked on completion
       * @param {Function} [callbacks.onChange] Invoked on every step of animation
       * @return {fabric.Canvas} thisArg
       * @chainable
       */
      fxRemove: function (object, callbacks) {
        callbacks = callbacks || { };

        var empty = function() { },
            onComplete = callbacks.onComplete || empty,
            onChange = callbacks.onChange || empty,
            _this = this;

        fabric.util.animate({
          startValue: object.opacity,
          endValue: 0,
          duration: this.FX_DURATION,
          onChange: function(value) {
            object.set('opacity', value);
            _this.requestRenderAll();
            onChange();
          },
          onComplete: function () {
            _this.remove(object);
            onComplete();
          }
        });

        return this;
      }
    });

    fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {
      /**
       * Animates object's properties
       * @param {String|Object} property Property to animate (if string) or properties to animate (if object)
       * @param {Number|Object} value Value to animate property to (if string was given first) or options object
       * @return {fabric.Object} thisArg
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation}
       * @chainable
       *
       * As object — multiple properties
       *
       * object.animate({ left: ..., top: ... });
       * object.animate({ left: ..., top: ... }, { duration: ... });
       *
       * As string — one property
       *
       * object.animate('left', ...);
       * object.animate('left', { duration: ... });
       *
       */
      animate: function() {
        if (arguments[0] && typeof arguments[0] === 'object') {
          var propsToAnimate = [], prop, skipCallbacks;
          for (prop in arguments[0]) {
            propsToAnimate.push(prop);
          }
          for (var i = 0, len = propsToAnimate.length; i < len; i++) {
            prop = propsToAnimate[i];
            skipCallbacks = i !== len - 1;
            this._animate(prop, arguments[0][prop], arguments[1], skipCallbacks);
          }
        }
        else {
          this._animate.apply(this, arguments);
        }
        return this;
      },

      /**
       * @private
       * @param {String} property Property to animate
       * @param {String} to Value to animate to
       * @param {Object} [options] Options object
       * @param {Boolean} [skipCallbacks] When true, callbacks like onchange and oncomplete are not invoked
       */
      _animate: function(property, to, options, skipCallbacks) {
        var _this = this, propPair;

        to = to.toString();

        if (!options) {
          options = { };
        }
        else {
          options = fabric.util.object.clone(options);
        }

        if (~property.indexOf('.')) {
          propPair = property.split('.');
        }

        var currentValue = propPair
          ? this.get(propPair[0])[propPair[1]]
          : this.get(property);

        Eif (!('from' in options)) {
          options.from = currentValue;
        }

        if (~to.indexOf('=')) {
          to = currentValue + parseFloat(to.replace('=', ''));
        }
        else {
          to = parseFloat(to);
        }

        fabric.util.animate({
          startValue: options.from,
          endValue: to,
          byValue: options.by,
          easing: options.easing,
          duration: options.duration,
          abort: options.abort && function() {
            return options.abort.call(_this);
          },
          onChange: function(value, valueProgress, timeProgress) {
            if (propPair) {
              _this[propPair[0]][propPair[1]] = value;
            }
            else {
              _this.set(property, value);
            }
            if (skipCallbacks) {
              return;
            }
            options.onChange && options.onChange(value, valueProgress, timeProgress);
          },
          onComplete: function(value, valueProgress, timeProgress) {
            if (skipCallbacks) {
              return;
            }

            _this.setCoords();
            options.onComplete && options.onComplete(value, valueProgress, timeProgress);
          }
        });
      }
    });

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend,
          clone = fabric.util.object.clone,
          coordProps = { x1: 1, x2: 1, y1: 1, y2: 1 },
          supportsLineDash = fabric.StaticCanvas.supports('setLineDash');

      Iif (fabric.Line) {
        fabric.warn('fabric.Line is already defined');
        return;
      }

      /**
       * Line class
       * @class fabric.Line
       * @extends fabric.Object
       * @see {@link fabric.Line#initialize} for constructor definition
       */
      fabric.Line = fabric.util.createClass(fabric.Object, /** @lends fabric.Line.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'line',

        /**
         * x value or first line edge
         * @type Number
         * @default
         */
        x1: 0,

        /**
         * y value or first line edge
         * @type Number
         * @default
         */
        y1: 0,

        /**
         * x value or second line edge
         * @type Number
         * @default
         */
        x2: 0,

        /**
         * y value or second line edge
         * @type Number
         * @default
         */
        y2: 0,

        cacheProperties: fabric.Object.prototype.cacheProperties.concat('x1', 'x2', 'y1', 'y2'),

        /**
         * Constructor
         * @param {Array} [points] Array of points
         * @param {Object} [options] Options object
         * @return {fabric.Line} thisArg
         */
        initialize: function(points, options) {
          if (!points) {
            points = [0, 0, 0, 0];
          }

          this.callSuper('initialize', options);

          this.set('x1', points[0]);
          this.set('y1', points[1]);
          this.set('x2', points[2]);
          this.set('y2', points[3]);

          this._setWidthHeight(options);
        },

        /**
         * @private
         * @param {Object} [options] Options
         */
        _setWidthHeight: function(options) {
          options || (options = { });

          this.width = Math.abs(this.x2 - this.x1);
          this.height = Math.abs(this.y2 - this.y1);

          this.left = 'left' in options
            ? options.left
            : this._getLeftToOriginX();

          this.top = 'top' in options
            ? options.top
            : this._getTopToOriginY();
        },

        /**
         * @private
         * @param {String} key
         * @param {*} value
         */
        _set: function(key, value) {
          this.callSuper('_set', key, value);
          if (typeof coordProps[key] !== 'undefined') {
            this._setWidthHeight();
          }
          return this;
        },

        /**
         * @private
         * @return {Number} leftToOriginX Distance from left edge of canvas to originX of Line.
         */
        _getLeftToOriginX: makeEdgeToOriginGetter(
          { // property names
            origin: 'originX',
            axis1: 'x1',
            axis2: 'x2',
            dimension: 'width'
          },
          { // possible values of origin
            nearest: 'left',
            center: 'center',
            farthest: 'right'
          }
        ),

        /**
         * @private
         * @return {Number} topToOriginY Distance from top edge of canvas to originY of Line.
         */
        _getTopToOriginY: makeEdgeToOriginGetter(
          { // property names
            origin: 'originY',
            axis1: 'y1',
            axis2: 'y2',
            dimension: 'height'
          },
          { // possible values of origin
            nearest: 'top',
            center: 'center',
            farthest: 'bottom'
          }
        ),

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _render: function(ctx) {
          ctx.beginPath();

          if (!this.strokeDashArray || this.strokeDashArray && supportsLineDash) {
            // move from center (of virtual box) to its left/top corner
            // we can't assume x1, y1 is top left and x2, y2 is bottom right
            var p = this.calcLinePoints();
            ctx.moveTo(p.x1, p.y1);
            ctx.lineTo(p.x2, p.y2);
          }

          ctx.lineWidth = this.strokeWidth;

          // TODO: test this
          // make sure setting "fill" changes color of a line
          // (by copying fillStyle to strokeStyle, since line is stroked, not filled)
          var origStrokeStyle = ctx.strokeStyle;
          ctx.strokeStyle = this.stroke || ctx.fillStyle;
          this.stroke && this._renderStroke(ctx);
          ctx.strokeStyle = origStrokeStyle;
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderDashedStroke: function(ctx) {
          var p = this.calcLinePoints();

          ctx.beginPath();
          fabric.util.drawDashedLine(ctx, p.x1, p.y1, p.x2, p.y2, this.strokeDashArray);
          ctx.closePath();
        },

        /**
         * This function is an helper for svg import. it returns the center of the object in the svg
         * untransformed coordinates
         * @private
         * @return {Object} center point from element coordinates
         */
        _findCenterFromElement: function() {
          return {
            x: (this.x1 + this.x2) / 2,
            y: (this.y1 + this.y2) / 2,
          };
        },

        /**
         * Returns object representation of an instance
         * @methd toObject
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          return extend(this.callSuper('toObject', propertiesToInclude), this.calcLinePoints());
        },

        /*
         * Calculate object dimensions from its properties
         * @private
         */
        _getNonTransformedDimensions: function() {
          var dim = this.callSuper('_getNonTransformedDimensions');
          Eif (this.strokeLineCap === 'butt') {
            Eif (this.width === 0) {
              dim.y -= this.strokeWidth;
            }
            Eif (this.height === 0) {
              dim.x -= this.strokeWidth;
            }
          }
          return dim;
        },

        /**
         * Recalculates line points given width and height
         * @private
         */
        calcLinePoints: function() {
          var xMult = this.x1 <= this.x2 ? -1 : 1,
              yMult = this.y1 <= this.y2 ? -1 : 1,
              x1 = (xMult * this.width * 0.5),
              y1 = (yMult * this.height * 0.5),
              x2 = (xMult * this.width * -0.5),
              y2 = (yMult * this.height * -0.5);

          return {
            x1: x1,
            x2: x2,
            y1: y1,
            y2: y2
          };
        },

        /* _TO_SVG_START_ */
        /**
         * Returns SVG representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var markup = this._createBaseSVGMarkup(),
              p = this.calcLinePoints();
          markup.push(
            '<line ', this.getSvgId(),
            'x1="', p.x1,
            '" y1="', p.y1,
            '" x2="', p.x2,
            '" y2="', p.y2,
            '" style="', this.getSvgStyles(),
            '" transform="', this.getSvgTransform(),
            this.getSvgTransformMatrix(),
            '"/>\n'
          );

          return reviver ? reviver(markup.join('')) : markup.join('');
        },
        /* _TO_SVG_END_ */
      });

      /* _FROM_SVG_START_ */
      /**
       * List of attribute names to account for when parsing SVG element (used by {@link fabric.Line.fromElement})
       * @static
       * @memberOf fabric.Line
       * @see http://www.w3.org/TR/SVG/shapes.html#LineElement
       */
      fabric.Line.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x1 y1 x2 y2'.split(' '));

      /**
       * Returns fabric.Line instance from an SVG element
       * @static
       * @memberOf fabric.Line
       * @param {SVGElement} element Element to parse
       * @param {Object} [options] Options object
       * @param {Function} [callback] callback function invoked after parsing
       */
      fabric.Line.fromElement = function(element, callback, options) {
        options = options || { };
        var parsedAttributes = fabric.parseAttributes(element, fabric.Line.ATTRIBUTE_NAMES),
            points = [
              parsedAttributes.x1 || 0,
              parsedAttributes.y1 || 0,
              parsedAttributes.x2 || 0,
              parsedAttributes.y2 || 0
            ];
        callback(new fabric.Line(points, extend(parsedAttributes, options)));
      };
      /* _FROM_SVG_END_ */

      /**
       * Returns fabric.Line instance from an object representation
       * @static
       * @memberOf fabric.Line
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] invoked with new instance as first argument
       */
      fabric.Line.fromObject = function(object, callback) {
        function _callback(instance) {
          delete instance.points;
          callback && callback(instance);
        };
        var options = clone(object, true);
        options.points = [object.x1, object.y1, object.x2, object.y2];
        fabric.Object._fromObject('Line', options, _callback, 'points');
      };

      /**
       * Produces a function that calculates distance from canvas edge to Line origin.
       */
      function makeEdgeToOriginGetter(propertyNames, originValues) {
        var origin = propertyNames.origin,
            axis1 = propertyNames.axis1,
            axis2 = propertyNames.axis2,
            dimension = propertyNames.dimension,
            nearest = originValues.nearest,
            center = originValues.center,
            farthest = originValues.farthest;

        return function() {
          switch (this.get(origin)) {
            case nearest:
              return Math.min(this.get(axis1), this.get(axis2));
            case center:
              return Math.min(this.get(axis1), this.get(axis2)) + (0.5 * this.get(dimension));
            case farthest:
              return Math.max(this.get(axis1), this.get(axis2));
          }
        };

      }

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          pi = Math.PI,
          extend = fabric.util.object.extend;

      Iif (fabric.Circle) {
        fabric.warn('fabric.Circle is already defined.');
        return;
      }

      /**
       * Circle class
       * @class fabric.Circle
       * @extends fabric.Object
       * @see {@link fabric.Circle#initialize} for constructor definition
       */
      fabric.Circle = fabric.util.createClass(fabric.Object, /** @lends fabric.Circle.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'circle',

        /**
         * Radius of this circle
         * @type Number
         * @default
         */
        radius: 0,

        /**
         * Start angle of the circle, moving clockwise
         * @type Number
         * @default 0
         */
        startAngle: 0,

        /**
         * End angle of the circle
         * @type Number
         * @default 2Pi
         */
        endAngle: pi * 2,

        cacheProperties: fabric.Object.prototype.cacheProperties.concat('radius'),

        /**
         * @private
         * @param {String} key
         * @param {*} value
         * @return {fabric.Circle} thisArg
         */
        _set: function(key, value) {
          this.callSuper('_set', key, value);

          if (key === 'radius') {
            this.setRadius(value);
          }

          return this;
        },

        /**
         * Returns object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          return this.callSuper('toObject', ['radius', 'startAngle', 'endAngle'].concat(propertiesToInclude));
        },

        /* _TO_SVG_START_ */
        /**
         * Returns svg representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var markup = this._createBaseSVGMarkup(), x = 0, y = 0,
              angle = (this.endAngle - this.startAngle) % ( 2 * pi);

          Eif (angle === 0) {
            markup.push(
              '<circle ', this.getSvgId(),
              'cx="' + x + '" cy="' + y + '" ',
              'r="', this.radius,
              '" style="', this.getSvgStyles(),
              '" transform="', this.getSvgTransform(),
              ' ', this.getSvgTransformMatrix(), '"',
              this.addPaintOrder(),
              '/>\n'
            );
          }
          else {
            var startX = Math.cos(this.startAngle) * this.radius,
                startY = Math.sin(this.startAngle) * this.radius,
                endX = Math.cos(this.endAngle) * this.radius,
                endY = Math.sin(this.endAngle) * this.radius,
                largeFlag = angle > pi ? '1' : '0';

            markup.push(
              '<path d="M ' + startX + ' ' + startY,
              ' A ' + this.radius + ' ' + this.radius,
              ' 0 ', +largeFlag + ' 1', ' ' + endX + ' ' + endY,
              '" style="', this.getSvgStyles(),
              '" transform="', this.getSvgTransform(),
              ' ', this.getSvgTransformMatrix(), '"',
              this.addPaintOrder(),
              '"/>\n'
            );
          }

          return reviver ? reviver(markup.join('')) : markup.join('');
        },
        /* _TO_SVG_END_ */

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx context to render on
         */
        _render: function(ctx) {
          ctx.beginPath();
          ctx.arc(
            0,
            0,
            this.radius,
            this.startAngle,
            this.endAngle, false);
          this._renderPaintInOrder(ctx);
        },

        /**
         * Returns horizontal radius of an object (according to how an object is scaled)
         * @return {Number}
         */
        getRadiusX: function() {
          return this.get('radius') * this.get('scaleX');
        },

        /**
         * Returns vertical radius of an object (according to how an object is scaled)
         * @return {Number}
         */
        getRadiusY: function() {
          return this.get('radius') * this.get('scaleY');
        },

        /**
         * Sets radius of an object (and updates width accordingly)
         * @return {fabric.Circle} thisArg
         */
        setRadius: function(value) {
          this.radius = value;
          return this.set('width', value * 2).set('height', value * 2);
        },
      });

      /* _FROM_SVG_START_ */
      /**
       * List of attribute names to account for when parsing SVG element (used by {@link fabric.Circle.fromElement})
       * @static
       * @memberOf fabric.Circle
       * @see: http://www.w3.org/TR/SVG/shapes.html#CircleElement
       */
      fabric.Circle.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy r'.split(' '));

      /**
       * Returns {@link fabric.Circle} instance from an SVG element
       * @static
       * @memberOf fabric.Circle
       * @param {SVGElement} element Element to parse
       * @param {Object} [options] Options object
       * @param {Function} [callback] Options callback invoked after parsing is finished
       * @throws {Error} If value of `r` attribute is missing or invalid
       */
      fabric.Circle.fromElement = function(element, callback, options) {
        options || (options = { });

        var parsedAttributes = fabric.parseAttributes(element, fabric.Circle.ATTRIBUTE_NAMES);

        if (!isValidRadius(parsedAttributes)) {
          throw new Error('value of `r` attribute is required and can not be negative');
        }

        parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.radius;
        parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.radius;
        callback(new fabric.Circle(extend(parsedAttributes, options)));
      };

      /**
       * @private
       */
      function isValidRadius(attributes) {
        return (('radius' in attributes) && (attributes.radius >= 0));
      }
      /* _FROM_SVG_END_ */

      /**
       * Returns {@link fabric.Circle} instance from an object representation
       * @static
       * @memberOf fabric.Circle
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] invoked with new instance as first argument
       * @return {Object} Instance of fabric.Circle
       */
      fabric.Circle.fromObject = function(object, callback) {
        return fabric.Object._fromObject('Circle', object, callback);
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { });

      Iif (fabric.Triangle) {
        fabric.warn('fabric.Triangle is already defined');
        return;
      }

      /**
       * Triangle class
       * @class fabric.Triangle
       * @extends fabric.Object
       * @return {fabric.Triangle} thisArg
       * @see {@link fabric.Triangle#initialize} for constructor definition
       */
      fabric.Triangle = fabric.util.createClass(fabric.Object, /** @lends fabric.Triangle.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'triangle',

        /**
         * Width is set to 100 to compensate the old initialize code that was setting it to 100
         * @type Number
         * @default
         */
        width: 100,

        /**
         * Height is set to 100 to compensate the old initialize code that was setting it to 100
         * @type Number
         * @default
         */
        height: 100,

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _render: function(ctx) {
          var widthBy2 = this.width / 2,
              heightBy2 = this.height / 2;

          ctx.beginPath();
          ctx.moveTo(-widthBy2, heightBy2);
          ctx.lineTo(0, -heightBy2);
          ctx.lineTo(widthBy2, heightBy2);
          ctx.closePath();

          this._renderPaintInOrder(ctx);
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderDashedStroke: function(ctx) {
          var widthBy2 = this.width / 2,
              heightBy2 = this.height / 2;

          ctx.beginPath();
          fabric.util.drawDashedLine(ctx, -widthBy2, heightBy2, 0, -heightBy2, this.strokeDashArray);
          fabric.util.drawDashedLine(ctx, 0, -heightBy2, widthBy2, heightBy2, this.strokeDashArray);
          fabric.util.drawDashedLine(ctx, widthBy2, heightBy2, -widthBy2, heightBy2, this.strokeDashArray);
          ctx.closePath();
        },

        /* _TO_SVG_START_ */
        /**
         * Returns SVG representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var markup = this._createBaseSVGMarkup(),
              widthBy2 = this.width / 2,
              heightBy2 = this.height / 2,
              points = [
                -widthBy2 + ' ' + heightBy2,
                '0 ' + -heightBy2,
                widthBy2 + ' ' + heightBy2
              ]
                .join(',');

          markup.push(
            '<polygon ', this.getSvgId(),
            'points="', points,
            '" style="', this.getSvgStyles(),
            '" transform="', this.getSvgTransform(), '"',
            this.addPaintOrder(),
            '/>'
          );

          return reviver ? reviver(markup.join('')) : markup.join('');
        },
        /* _TO_SVG_END_ */
      });

      /**
       * Returns {@link fabric.Triangle} instance from an object representation
       * @static
       * @memberOf fabric.Triangle
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] invoked with new instance as first argument
       */
      fabric.Triangle.fromObject = function(object, callback) {
        return fabric.Object._fromObject('Triangle', object, callback);
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          piBy2   = Math.PI * 2,
          extend = fabric.util.object.extend;

      Iif (fabric.Ellipse) {
        fabric.warn('fabric.Ellipse is already defined.');
        return;
      }

      /**
       * Ellipse class
       * @class fabric.Ellipse
       * @extends fabric.Object
       * @return {fabric.Ellipse} thisArg
       * @see {@link fabric.Ellipse#initialize} for constructor definition
       */
      fabric.Ellipse = fabric.util.createClass(fabric.Object, /** @lends fabric.Ellipse.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'ellipse',

        /**
         * Horizontal radius
         * @type Number
         * @default
         */
        rx:   0,

        /**
         * Vertical radius
         * @type Number
         * @default
         */
        ry:   0,

        cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),

        /**
         * Constructor
         * @param {Object} [options] Options object
         * @return {fabric.Ellipse} thisArg
         */
        initialize: function(options) {
          this.callSuper('initialize', options);
          this.set('rx', options && options.rx || 0);
          this.set('ry', options && options.ry || 0);
        },

        /**
         * @private
         * @param {String} key
         * @param {*} value
         * @return {fabric.Ellipse} thisArg
         */
        _set: function(key, value) {
          this.callSuper('_set', key, value);
          switch (key) {

            case 'rx':
              this.rx = value;
              this.set('width', value * 2);
              break;

            case 'ry':
              this.ry = value;
              this.set('height', value * 2);
              break;

          }
          return this;
        },

        /**
         * Returns horizontal radius of an object (according to how an object is scaled)
         * @return {Number}
         */
        getRx: function() {
          return this.get('rx') * this.get('scaleX');
        },

        /**
         * Returns Vertical radius of an object (according to how an object is scaled)
         * @return {Number}
         */
        getRy: function() {
          return this.get('ry') * this.get('scaleY');
        },

        /**
         * Returns object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));
        },

        /* _TO_SVG_START_ */
        /**
         * Returns svg representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var markup = this._createBaseSVGMarkup();
          markup.push(
            '<ellipse ', this.getSvgId(),
            'cx="0" cy="0" ',
            'rx="', this.rx,
            '" ry="', this.ry,
            '" style="', this.getSvgStyles(),
            '" transform="', this.getSvgTransform(),
            this.getSvgTransformMatrix(), '"',
            this.addPaintOrder(),
            '/>\n'
          );

          return reviver ? reviver(markup.join('')) : markup.join('');
        },
        /* _TO_SVG_END_ */

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx context to render on
         */
        _render: function(ctx) {
          ctx.beginPath();
          ctx.save();
          ctx.transform(1, 0, 0, this.ry / this.rx, 0, 0);
          ctx.arc(
            0,
            0,
            this.rx,
            0,
            piBy2,
            false);
          ctx.restore();
          this._renderPaintInOrder(ctx);
        },
      });

      /* _FROM_SVG_START_ */
      /**
       * List of attribute names to account for when parsing SVG element (used by {@link fabric.Ellipse.fromElement})
       * @static
       * @memberOf fabric.Ellipse
       * @see http://www.w3.org/TR/SVG/shapes.html#EllipseElement
       */
      fabric.Ellipse.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('cx cy rx ry'.split(' '));

      /**
       * Returns {@link fabric.Ellipse} instance from an SVG element
       * @static
       * @memberOf fabric.Ellipse
       * @param {SVGElement} element Element to parse
       * @param {Object} [options] Options object
       * @param {Function} [callback] Options callback invoked after parsing is finished
       * @return {fabric.Ellipse}
       */
      fabric.Ellipse.fromElement = function(element, callback, options) {
        options || (options = { });

        var parsedAttributes = fabric.parseAttributes(element, fabric.Ellipse.ATTRIBUTE_NAMES);

        parsedAttributes.left = (parsedAttributes.left || 0) - parsedAttributes.rx;
        parsedAttributes.top = (parsedAttributes.top || 0) - parsedAttributes.ry;
        callback(new fabric.Ellipse(extend(parsedAttributes, options)));
      };
      /* _FROM_SVG_END_ */

      /**
       * Returns {@link fabric.Ellipse} instance from an object representation
       * @static
       * @memberOf fabric.Ellipse
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] invoked with new instance as first argument
       * @return {fabric.Ellipse}
       */
      fabric.Ellipse.fromObject = function(object, callback) {
        return fabric.Object._fromObject('Ellipse', object, callback);
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend;

      Iif (fabric.Rect) {
        fabric.warn('fabric.Rect is already defined');
        return;
      }

      /**
       * Rectangle class
       * @class fabric.Rect
       * @extends fabric.Object
       * @return {fabric.Rect} thisArg
       * @see {@link fabric.Rect#initialize} for constructor definition
       */
      fabric.Rect = fabric.util.createClass(fabric.Object, /** @lends fabric.Rect.prototype */ {

        /**
         * List of properties to consider when checking if state of an object is changed ({@link fabric.Object#hasStateChanged})
         * as well as for history (undo/redo) purposes
         * @type Array
         */
        stateProperties: fabric.Object.prototype.stateProperties.concat('rx', 'ry'),

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'rect',

        /**
         * Horizontal border radius
         * @type Number
         * @default
         */
        rx:   0,

        /**
         * Vertical border radius
         * @type Number
         * @default
         */
        ry:   0,

        cacheProperties: fabric.Object.prototype.cacheProperties.concat('rx', 'ry'),

        /**
         * Constructor
         * @param {Object} [options] Options object
         * @return {Object} thisArg
         */
        initialize: function(options) {
          this.callSuper('initialize', options);
          this._initRxRy();
        },

        /**
         * Initializes rx/ry attributes
         * @private
         */
        _initRxRy: function() {
          Iif (this.rx && !this.ry) {
            this.ry = this.rx;
          }
          else Iif (this.ry && !this.rx) {
            this.rx = this.ry;
          }
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _render: function(ctx) {

          // optimize 1x1 case (used in spray brush)
          Iif (this.width === 1 && this.height === 1) {
            ctx.fillRect(-0.5, -0.5, 1, 1);
            return;
          }

          var rx = this.rx ? Math.min(this.rx, this.width / 2) : 0,
              ry = this.ry ? Math.min(this.ry, this.height / 2) : 0,
              w = this.width,
              h = this.height,
              x = -this.width / 2,
              y = -this.height / 2,
              isRounded = rx !== 0 || ry !== 0,
              /* "magic number" for bezier approximations of arcs (http://itc.ktu.lt/itc354/Riskus354.pdf) */
              k = 1 - 0.5522847498;
          ctx.beginPath();

          ctx.moveTo(x + rx, y);

          ctx.lineTo(x + w - rx, y);
          isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);

          ctx.lineTo(x + w, y + h - ry);
          isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);

          ctx.lineTo(x + rx, y + h);
          isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);

          ctx.lineTo(x, y + ry);
          isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);

          ctx.closePath();

          this._renderPaintInOrder(ctx);
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderDashedStroke: function(ctx) {
          var x = -this.width / 2,
              y = -this.height / 2,
              w = this.width,
              h = this.height;

          ctx.beginPath();
          fabric.util.drawDashedLine(ctx, x, y, x + w, y, this.strokeDashArray);
          fabric.util.drawDashedLine(ctx, x + w, y, x + w, y + h, this.strokeDashArray);
          fabric.util.drawDashedLine(ctx, x + w, y + h, x, y + h, this.strokeDashArray);
          fabric.util.drawDashedLine(ctx, x, y + h, x, y, this.strokeDashArray);
          ctx.closePath();
        },

        /**
         * Returns object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          return this.callSuper('toObject', ['rx', 'ry'].concat(propertiesToInclude));
        },

        /* _TO_SVG_START_ */
        /**
         * Returns svg representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var markup = this._createBaseSVGMarkup(), x = -this.width / 2, y = -this.height / 2;
          markup.push(
            '<rect ', this.getSvgId(),
            'x="', x, '" y="', y,
            '" rx="', this.get('rx'), '" ry="', this.get('ry'),
            '" width="', this.width, '" height="', this.height,
            '" style="', this.getSvgStyles(),
            '" transform="', this.getSvgTransform(),
            this.getSvgTransformMatrix(), '"',
            this.addPaintOrder(),
            '/>\n');

          return reviver ? reviver(markup.join('')) : markup.join('');
        },
        /* _TO_SVG_END_ */
      });

      /* _FROM_SVG_START_ */
      /**
       * List of attribute names to account for when parsing SVG element (used by `fabric.Rect.fromElement`)
       * @static
       * @memberOf fabric.Rect
       * @see: http://www.w3.org/TR/SVG/shapes.html#RectElement
       */
      fabric.Rect.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat('x y rx ry width height'.split(' '));

      /**
       * Returns {@link fabric.Rect} instance from an SVG element
       * @static
       * @memberOf fabric.Rect
       * @param {SVGElement} element Element to parse
       * @param {Function} callback callback function invoked after parsing
       * @param {Object} [options] Options object
       */
      fabric.Rect.fromElement = function(element, callback, options) {
        if (!element) {
          return callback(null);
        }
        options = options || { };

        var parsedAttributes = fabric.parseAttributes(element, fabric.Rect.ATTRIBUTE_NAMES);

        parsedAttributes.left = parsedAttributes.left || 0;
        parsedAttributes.top  = parsedAttributes.top  || 0;
        var rect = new fabric.Rect(extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes));
        rect.visible = rect.visible && rect.width > 0 && rect.height > 0;
        callback(rect);
      };
      /* _FROM_SVG_END_ */

      /**
       * Returns {@link fabric.Rect} instance from an object representation
       * @static
       * @memberOf fabric.Rect
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] Callback to invoke when an fabric.Rect instance is created
       */
      fabric.Rect.fromObject = function(object, callback) {
        return fabric.Object._fromObject('Rect', object, callback);
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend,
          min = fabric.util.array.min,
          max = fabric.util.array.max,
          toFixed = fabric.util.toFixed,
          NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;

      Iif (fabric.Polyline) {
        fabric.warn('fabric.Polyline is already defined');
        return;
      }

      /**
       * Polyline class
       * @class fabric.Polyline
       * @extends fabric.Object
       * @see {@link fabric.Polyline#initialize} for constructor definition
       */
      fabric.Polyline = fabric.util.createClass(fabric.Object, /** @lends fabric.Polyline.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'polyline',

        /**
         * Points array
         * @type Array
         * @default
         */
        points: null,

        cacheProperties: fabric.Object.prototype.cacheProperties.concat('points'),

        /**
         * Constructor
         * @param {Array} points Array of points (where each point is an object with x and y)
         * @param {Object} [options] Options object
         * @return {fabric.Polyline} thisArg
         * @example
         * var poly = new fabric.Polyline([
         *     { x: 10, y: 10 },
         *     { x: 50, y: 30 },
         *     { x: 40, y: 70 },
         *     { x: 60, y: 50 },
         *     { x: 100, y: 150 },
         *     { x: 40, y: 100 }
         *   ], {
         *   stroke: 'red',
         *   left: 100,
         *   top: 100
         * });
         */
        initialize: function(points, options) {
          options = options || {};
          this.points = points || [];
          this.callSuper('initialize', options);
          var calcDim = this._calcDimensions();
          if (typeof options.left === 'undefined') {
            this.left = calcDim.left;
          }
          if (typeof options.top === 'undefined') {
            this.top = calcDim.top;
          }
          this.width = calcDim.width;
          this.height = calcDim.height;
          this.pathOffset = {
            x: calcDim.left + this.width / 2,
            y: calcDim.top + this.height / 2
          };
        },

        /**
         * Calculate the polygon min and max point from points array,
         * returning an object with left, top, widht, height to measure the
         * polygon size
         * @return {Object} object.left X coordinate of the polygon leftmost point
         * @return {Object} object.top Y coordinate of the polygon topmost point
         * @return {Object} object.width distance between X coordinates of the polygon leftmost and rightmost point
         * @return {Object} object.height distance between Y coordinates of the polygon topmost and bottommost point
         * @private
         */
        _calcDimensions: function() {

          var points = this.points,
              minX = min(points, 'x') || 0,
              minY = min(points, 'y') || 0,
              maxX = max(points, 'x') || 0,
              maxY = max(points, 'y') || 0,
              width = (maxX - minX),
              height = (maxY - minY);

          return {
            left: minX,
            top: minY,
            width: width,
            height: height
          };
        },

        /**
         * Returns object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} Object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          return extend(this.callSuper('toObject', propertiesToInclude), {
            points: this.points.concat()
          });
        },

        /* _TO_SVG_START_ */
        /**
         * Returns svg representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var points = [], diffX = this.pathOffset.x, diffY = this.pathOffset.y,
              markup = this._createBaseSVGMarkup();

          for (var i = 0, len = this.points.length; i < len; i++) {
            points.push(
              toFixed(this.points[i].x - diffX, NUM_FRACTION_DIGITS), ',',
              toFixed(this.points[i].y - diffY, NUM_FRACTION_DIGITS), ' '
            );
          }
          markup.push(
            '<', this.type, ' ', this.getSvgId(),
            'points="', points.join(''),
            '" style="', this.getSvgStyles(),
            '" transform="', this.getSvgTransform(),
            ' ', this.getSvgTransformMatrix(), '"',
            this.addPaintOrder(),
            '/>\n'
          );

          return reviver ? reviver(markup.join('')) : markup.join('');
        },
        /* _TO_SVG_END_ */

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        commonRender: function(ctx) {
          var point, len = this.points.length,
              x = this.pathOffset.x,
              y = this.pathOffset.y;

          if (!len || isNaN(this.points[len - 1].y)) {
            // do not draw if no points or odd points
            // NaN comes from parseFloat of a empty string in parser
            return false;
          }
          ctx.beginPath();
          ctx.moveTo(this.points[0].x - x, this.points[0].y - y);
          for (var i = 0; i < len; i++) {
            point = this.points[i];
            ctx.lineTo(point.x - x, point.y - y);
          }
          return true;
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _render: function(ctx) {
          if (!this.commonRender(ctx)) {
            return;
          }
          this._renderPaintInOrder(ctx);
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderDashedStroke: function(ctx) {
          var p1, p2;

          ctx.beginPath();
          for (var i = 0, len = this.points.length; i < len; i++) {
            p1 = this.points[i];
            p2 = this.points[i + 1] || p1;
            fabric.util.drawDashedLine(ctx, p1.x, p1.y, p2.x, p2.y, this.strokeDashArray);
          }
        },

        /**
         * Returns complexity of an instance
         * @return {Number} complexity of this instance
         */
        complexity: function() {
          return this.get('points').length;
        }
      });

      /* _FROM_SVG_START_ */
      /**
       * List of attribute names to account for when parsing SVG element (used by {@link fabric.Polyline.fromElement})
       * @static
       * @memberOf fabric.Polyline
       * @see: http://www.w3.org/TR/SVG/shapes.html#PolylineElement
       */
      fabric.Polyline.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat();

      /**
       * Returns fabric.Polyline instance from an SVG element
       * @static
       * @memberOf fabric.Polyline
       * @param {SVGElement} element Element to parser
       * @param {Function} callback callback function invoked after parsing
       * @param {Object} [options] Options object
       */
      fabric.Polyline.fromElement = function(element, callback, options) {
        if (!element) {
          return callback(null);
        }
        options || (options = { });

        var points = fabric.parsePointsAttribute(element.getAttribute('points')),
            parsedAttributes = fabric.parseAttributes(element, fabric.Polyline.ATTRIBUTE_NAMES);

        callback(new fabric.Polyline(points, fabric.util.object.extend(parsedAttributes, options)));
      };
      /* _FROM_SVG_END_ */

      /**
       * Returns fabric.Polyline instance from an object representation
       * @static
       * @memberOf fabric.Polyline
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created
       */
      fabric.Polyline.fromObject = function(object, callback) {
        return fabric.Object._fromObject('Polyline', object, callback, 'points');
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend;

      Iif (fabric.Polygon) {
        fabric.warn('fabric.Polygon is already defined');
        return;
      }

      /**
       * Polygon class
       * @class fabric.Polygon
       * @extends fabric.Polyline
       * @see {@link fabric.Polygon#initialize} for constructor definition
       */
      fabric.Polygon = fabric.util.createClass(fabric.Polyline, /** @lends fabric.Polygon.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'polygon',

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _render: function(ctx) {
          if (!this.commonRender(ctx)) {
            return;
          }
          ctx.closePath();
          this._renderPaintInOrder(ctx);
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderDashedStroke: function(ctx) {
          this.callSuper('_renderDashedStroke', ctx);
          ctx.closePath();
        },
      });

      /* _FROM_SVG_START_ */
      /**
       * List of attribute names to account for when parsing SVG element (used by `fabric.Polygon.fromElement`)
       * @static
       * @memberOf fabric.Polygon
       * @see: http://www.w3.org/TR/SVG/shapes.html#PolygonElement
       */
      fabric.Polygon.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat();

      /**
       * Returns {@link fabric.Polygon} instance from an SVG element
       * @static
       * @memberOf fabric.Polygon
       * @param {SVGElement} element Element to parse
       * @param {Function} callback callback function invoked after parsing
       * @param {Object} [options] Options object
       */
      fabric.Polygon.fromElement = function(element, callback, options) {
        if (!element) {
          return callback(null);
        }

        options || (options = { });

        var points = fabric.parsePointsAttribute(element.getAttribute('points')),
            parsedAttributes = fabric.parseAttributes(element, fabric.Polygon.ATTRIBUTE_NAMES);

        callback(new fabric.Polygon(points, extend(parsedAttributes, options)));
      };
      /* _FROM_SVG_END_ */

      /**
       * Returns fabric.Polygon instance from an object representation
       * @static
       * @memberOf fabric.Polygon
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created
       */
      fabric.Polygon.fromObject = function(object, callback) {
        return fabric.Object._fromObject('Polygon', object, callback, 'points');
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          min = fabric.util.array.min,
          max = fabric.util.array.max,
          extend = fabric.util.object.extend,
          _toString = Object.prototype.toString,
          drawArc = fabric.util.drawArc,
          commandLengths = {
            m: 2,
            l: 2,
            h: 1,
            v: 1,
            c: 6,
            s: 4,
            q: 4,
            t: 2,
            a: 7
          },
          repeatedCommands = {
            m: 'l',
            M: 'L'
          };

      Iif (fabric.Path) {
        fabric.warn('fabric.Path is already defined');
        return;
      }

      /**
       * Path class
       * @class fabric.Path
       * @extends fabric.Object
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#path_and_pathgroup}
       * @see {@link fabric.Path#initialize} for constructor definition
       */
      fabric.Path = fabric.util.createClass(fabric.Object, /** @lends fabric.Path.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'path',

        /**
         * Array of path points
         * @type Array
         * @default
         */
        path: null,

        cacheProperties: fabric.Object.prototype.cacheProperties.concat('path', 'fillRule'),

        stateProperties: fabric.Object.prototype.stateProperties.concat('path'),

        /**
         * Constructor
         * @param {Array|String} path Path data (sequence of coordinates and corresponding "command" tokens)
         * @param {Object} [options] Options object
         * @return {fabric.Path} thisArg
         */
        initialize: function(path, options) {
          options = options || { };
          this.callSuper('initialize', options);

          if (!path) {
            path = [];
          }

          var fromArray = _toString.call(path) === '[object Array]';

          this.path = fromArray
            ? path
            // one of commands (m,M,l,L,q,Q,c,C,etc.) followed by non-command characters (i.e. command values)
            : path.match && path.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);

          Iif (!this.path) {
            return;
          }

          if (!fromArray) {
            this.path = this._parsePath();
          }

          this._setPositionDimensions(options);
        },

        /**
         * @private
         * @param {Object} options Options object
         */
        _setPositionDimensions: function(options) {
          var calcDim = this._parseDimensions();

          this.width = calcDim.width;
          this.height = calcDim.height;

          if (typeof options.left === 'undefined') {
            this.left = calcDim.left;
          }

          if (typeof options.top === 'undefined') {
            this.top = calcDim.top;
          }

          this.pathOffset = this.pathOffset || {
            x: calcDim.left + this.width / 2,
            y: calcDim.top + this.height / 2
          };
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx context to render path on
         */
        _renderPathCommands: function(ctx) {
          var current, // current instruction
              previous = null,
              subpathStartX = 0,
              subpathStartY = 0,
              x = 0, // current x
              y = 0, // current y
              controlX = 0, // current control point x
              controlY = 0, // current control point y
              tempX,
              tempY,
              l = -this.pathOffset.x,
              t = -this.pathOffset.y;

          ctx.beginPath();

          for (var i = 0, len = this.path.length; i < len; ++i) {

            current = this.path[i];

            switch (current[0]) { // first letter

              case 'l': // lineto, relative
                x += current[1];
                y += current[2];
                ctx.lineTo(x + l, y + t);
                break;

              case 'L': // lineto, absolute
                x = current[1];
                y = current[2];
                ctx.lineTo(x + l, y + t);
                break;

              case 'h': // horizontal lineto, relative
                x += current[1];
                ctx.lineTo(x + l, y + t);
                break;

              case 'H': // horizontal lineto, absolute
                x = current[1];
                ctx.lineTo(x + l, y + t);
                break;

              case 'v': // vertical lineto, relative
                y += current[1];
                ctx.lineTo(x + l, y + t);
                break;

              case 'V': // verical lineto, absolute
                y = current[1];
                ctx.lineTo(x + l, y + t);
                break;

              case 'm': // moveTo, relative
                x += current[1];
                y += current[2];
                subpathStartX = x;
                subpathStartY = y;
                ctx.moveTo(x + l, y + t);
                break;

              case 'M': // moveTo, absolute
                x = current[1];
                y = current[2];
                subpathStartX = x;
                subpathStartY = y;
                ctx.moveTo(x + l, y + t);
                break;

              case 'c': // bezierCurveTo, relative
                tempX = x + current[5];
                tempY = y + current[6];
                controlX = x + current[3];
                controlY = y + current[4];
                ctx.bezierCurveTo(
                  x + current[1] + l, // x1
                  y + current[2] + t, // y1
                  controlX + l, // x2
                  controlY + t, // y2
                  tempX + l,
                  tempY + t
                );
                x = tempX;
                y = tempY;
                break;

              case 'C': // bezierCurveTo, absolute
                x = current[5];
                y = current[6];
                controlX = current[3];
                controlY = current[4];
                ctx.bezierCurveTo(
                  current[1] + l,
                  current[2] + t,
                  controlX + l,
                  controlY + t,
                  x + l,
                  y + t
                );
                break;

              case 's': // shorthand cubic bezierCurveTo, relative

                // transform to absolute x,y
                tempX = x + current[3];
                tempY = y + current[4];

                if (previous[0].match(/[CcSs]/) === null) {
                  // If there is no previous command or if the previous command was not a C, c, S, or s,
                  // the control point is coincident with the current point
                  controlX = x;
                  controlY = y;
                }
                else {
                  // calculate reflection of previous control points
                  controlX = 2 * x - controlX;
                  controlY = 2 * y - controlY;
                }

                ctx.bezierCurveTo(
                  controlX + l,
                  controlY + t,
                  x + current[1] + l,
                  y + current[2] + t,
                  tempX + l,
                  tempY + t
                );
                // set control point to 2nd one of this command
                // "... the first control point is assumed to be
                // the reflection of the second control point on
                // the previous command relative to the current point."
                controlX = x + current[1];
                controlY = y + current[2];

                x = tempX;
                y = tempY;
                break;

              case 'S': // shorthand cubic bezierCurveTo, absolute
                tempX = current[3];
                tempY = current[4];
                if (previous[0].match(/[CcSs]/) === null) {
                  // If there is no previous command or if the previous command was not a C, c, S, or s,
                  // the control point is coincident with the current point
                  controlX = x;
                  controlY = y;
                }
                else {
                  // calculate reflection of previous control points
                  controlX = 2 * x - controlX;
                  controlY = 2 * y - controlY;
                }
                ctx.bezierCurveTo(
                  controlX + l,
                  controlY + t,
                  current[1] + l,
                  current[2] + t,
                  tempX + l,
                  tempY + t
                );
                x = tempX;
                y = tempY;

                // set control point to 2nd one of this command
                // "... the first control point is assumed to be
                // the reflection of the second control point on
                // the previous command relative to the current point."
                controlX = current[1];
                controlY = current[2];

                break;

              case 'q': // quadraticCurveTo, relative
                // transform to absolute x,y
                tempX = x + current[3];
                tempY = y + current[4];

                controlX = x + current[1];
                controlY = y + current[2];

                ctx.quadraticCurveTo(
                  controlX + l,
                  controlY + t,
                  tempX + l,
                  tempY + t
                );
                x = tempX;
                y = tempY;
                break;

              case 'Q': // quadraticCurveTo, absolute
                tempX = current[3];
                tempY = current[4];

                ctx.quadraticCurveTo(
                  current[1] + l,
                  current[2] + t,
                  tempX + l,
                  tempY + t
                );
                x = tempX;
                y = tempY;
                controlX = current[1];
                controlY = current[2];
                break;

              case 't': // shorthand quadraticCurveTo, relative

                // transform to absolute x,y
                tempX = x + current[1];
                tempY = y + current[2];

                if (previous[0].match(/[QqTt]/) === null) {
                  // If there is no previous command or if the previous command was not a Q, q, T or t,
                  // assume the control point is coincident with the current point
                  controlX = x;
                  controlY = y;
                }
                else {
                  // calculate reflection of previous control point
                  controlX = 2 * x - controlX;
                  controlY = 2 * y - controlY;
                }

                ctx.quadraticCurveTo(
                  controlX + l,
                  controlY + t,
                  tempX + l,
                  tempY + t
                );
                x = tempX;
                y = tempY;

                break;

              case 'T':
                tempX = current[1];
                tempY = current[2];

                if (previous[0].match(/[QqTt]/) === null) {
                  // If there is no previous command or if the previous command was not a Q, q, T or t,
                  // assume the control point is coincident with the current point
                  controlX = x;
                  controlY = y;
                }
                else {
                  // calculate reflection of previous control point
                  controlX = 2 * x - controlX;
                  controlY = 2 * y - controlY;
                }
                ctx.quadraticCurveTo(
                  controlX + l,
                  controlY + t,
                  tempX + l,
                  tempY + t
                );
                x = tempX;
                y = tempY;
                break;

              case 'a':
                // TODO: optimize this
                drawArc(ctx, x + l, y + t, [
                  current[1],
                  current[2],
                  current[3],
                  current[4],
                  current[5],
                  current[6] + x + l,
                  current[7] + y + t
                ]);
                x += current[6];
                y += current[7];
                break;

              case 'A':
                // TODO: optimize this
                drawArc(ctx, x + l, y + t, [
                  current[1],
                  current[2],
                  current[3],
                  current[4],
                  current[5],
                  current[6] + l,
                  current[7] + t
                ]);
                x = current[6];
                y = current[7];
                break;

              case 'z':
              case 'Z':
                x = subpathStartX;
                y = subpathStartY;
                ctx.closePath();
                break;
            }
            previous = current;
          }
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx context to render path on
         */
        _render: function(ctx) {
          this._renderPathCommands(ctx);
          this._renderPaintInOrder(ctx);
        },

        /**
         * Returns string representation of an instance
         * @return {String} string representation of an instance
         */
        toString: function() {
          return '#<fabric.Path (' + this.complexity() +
            '): { "top": ' + this.top + ', "left": ' + this.left + ' }>';
        },

        /**
         * Returns object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          var o = extend(this.callSuper('toObject', propertiesToInclude), {
            path: this.path.map(function(item) { return item.slice(); }),
            top: this.top,
            left: this.left,
          });
          return o;
        },

        /**
         * Returns dataless object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toDatalessObject: function(propertiesToInclude) {
          var o = this.toObject(['sourcePath'].concat(propertiesToInclude));
          if (o.sourcePath) {
            delete o.path;
          }
          return o;
        },

        /* _TO_SVG_START_ */
        /**
         * Returns svg representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var chunks = [],
              markup = this._createBaseSVGMarkup(), addTransform = '';

          for (var i = 0, len = this.path.length; i < len; i++) {
            chunks.push(this.path[i].join(' '));
          }
          var path = chunks.join(' ');
          addTransform = ' translate(' + (-this.pathOffset.x) + ', ' + (-this.pathOffset.y) + ') ';
          markup.push(
            '<path ', this.getSvgId(),
            'd="', path,
            '" style="', this.getSvgStyles(),
            '" transform="', this.getSvgTransform(), addTransform,
            this.getSvgTransformMatrix(), '" stroke-linecap="round" ',
            this.addPaintOrder(),
            '/>\n'
          );

          return reviver ? reviver(markup.join('')) : markup.join('');
        },
        /* _TO_SVG_END_ */

        /**
         * Returns number representation of an instance complexity
         * @return {Number} complexity of this instance
         */
        complexity: function() {
          return this.path.length;
        },

        /**
         * @private
         */
        _parsePath: function() {
          var result = [],
              coords = [],
              currentPath,
              parsed,
              re = /([-+]?((\d+\.\d+)|((\d+)|(\.\d+)))(?:e[-+]?\d+)?)/ig,
              match,
              coordsStr;

          for (var i = 0, coordsParsed, len = this.path.length; i < len; i++) {
            currentPath = this.path[i];

            coordsStr = currentPath.slice(1).trim();
            coords.length = 0;

            while ((match = re.exec(coordsStr))) {
              coords.push(match[0]);
            }

            coordsParsed = [currentPath.charAt(0)];

            for (var j = 0, jlen = coords.length; j < jlen; j++) {
              parsed = parseFloat(coords[j]);
              Eif (!isNaN(parsed)) {
                coordsParsed.push(parsed);
              }
            }

            var command = coordsParsed[0],
                commandLength = commandLengths[command.toLowerCase()],
                repeatedCommand = repeatedCommands[command] || command;

            if (coordsParsed.length - 1 > commandLength) {
              for (var k = 1, klen = coordsParsed.length; k < klen; k += commandLength) {
                result.push([command].concat(coordsParsed.slice(k, k + commandLength)));
                command = repeatedCommand;
              }
            }
            else {
              result.push(coordsParsed);
            }
          }

          return result;
        },

        /**
         * @private
         */
        _parseDimensions: function() {

          var aX = [],
              aY = [],
              current, // current instruction
              previous = null,
              subpathStartX = 0,
              subpathStartY = 0,
              x = 0, // current x
              y = 0, // current y
              controlX = 0, // current control point x
              controlY = 0, // current control point y
              tempX,
              tempY,
              bounds;

          for (var i = 0, len = this.path.length; i < len; ++i) {

            current = this.path[i];

            switch (current[0]) { // first letter

              case 'l': // lineto, relative
                x += current[1];
                y += current[2];
                bounds = [];
                break;

              case 'L': // lineto, absolute
                x = current[1];
                y = current[2];
                bounds = [];
                break;

              case 'h': // horizontal lineto, relative
                x += current[1];
                bounds = [];
                break;

              case 'H': // horizontal lineto, absolute
                x = current[1];
                bounds = [];
                break;

              case 'v': // vertical lineto, relative
                y += current[1];
                bounds = [];
                break;

              case 'V': // verical lineto, absolute
                y = current[1];
                bounds = [];
                break;

              case 'm': // moveTo, relative
                x += current[1];
                y += current[2];
                subpathStartX = x;
                subpathStartY = y;
                bounds = [];
                break;

              case 'M': // moveTo, absolute
                x = current[1];
                y = current[2];
                subpathStartX = x;
                subpathStartY = y;
                bounds = [];
                break;

              case 'c': // bezierCurveTo, relative
                tempX = x + current[5];
                tempY = y + current[6];
                controlX = x + current[3];
                controlY = y + current[4];
                bounds = fabric.util.getBoundsOfCurve(x, y,
                  x + current[1], // x1
                  y + current[2], // y1
                  controlX, // x2
                  controlY, // y2
                  tempX,
                  tempY
                );
                x = tempX;
                y = tempY;
                break;

              case 'C': // bezierCurveTo, absolute
                controlX = current[3];
                controlY = current[4];
                bounds = fabric.util.getBoundsOfCurve(x, y,
                  current[1],
                  current[2],
                  controlX,
                  controlY,
                  current[5],
                  current[6]
                );
                x = current[5];
                y = current[6];
                break;

              case 's': // shorthand cubic bezierCurveTo, relative

                // transform to absolute x,y
                tempX = x + current[3];
                tempY = y + current[4];

                if (previous[0].match(/[CcSs]/) === null) {
                  // If there is no previous command or if the previous command was not a C, c, S, or s,
                  // the control point is coincident with the current point
                  controlX = x;
                  controlY = y;
                }
                else {
                  // calculate reflection of previous control points
                  controlX = 2 * x - controlX;
                  controlY = 2 * y - controlY;
                }

                bounds = fabric.util.getBoundsOfCurve(x, y,
                  controlX,
                  controlY,
                  x + current[1],
                  y + current[2],
                  tempX,
                  tempY
                );
                // set control point to 2nd one of this command
                // "... the first control point is assumed to be
                // the reflection of the second control point on
                // the previous command relative to the current point."
                controlX = x + current[1];
                controlY = y + current[2];
                x = tempX;
                y = tempY;
                break;

              case 'S': // shorthand cubic bezierCurveTo, absolute
                tempX = current[3];
                tempY = current[4];
                if (previous[0].match(/[CcSs]/) === null) {
                  // If there is no previous command or if the previous command was not a C, c, S, or s,
                  // the control point is coincident with the current point
                  controlX = x;
                  controlY = y;
                }
                else {
                  // calculate reflection of previous control points
                  controlX = 2 * x - controlX;
                  controlY = 2 * y - controlY;
                }
                bounds = fabric.util.getBoundsOfCurve(x, y,
                  controlX,
                  controlY,
                  current[1],
                  current[2],
                  tempX,
                  tempY
                );
                x = tempX;
                y = tempY;
                // set control point to 2nd one of this command
                // "... the first control point is assumed to be
                // the reflection of the second control point on
                // the previous command relative to the current point."
                controlX = current[1];
                controlY = current[2];
                break;

              case 'q': // quadraticCurveTo, relative
                // transform to absolute x,y
                tempX = x + current[3];
                tempY = y + current[4];
                controlX = x + current[1];
                controlY = y + current[2];
                bounds = fabric.util.getBoundsOfCurve(x, y,
                  controlX,
                  controlY,
                  controlX,
                  controlY,
                  tempX,
                  tempY
                );
                x = tempX;
                y = tempY;
                break;

              case 'Q': // quadraticCurveTo, absolute
                controlX = current[1];
                controlY = current[2];
                bounds = fabric.util.getBoundsOfCurve(x, y,
                  controlX,
                  controlY,
                  controlX,
                  controlY,
                  current[3],
                  current[4]
                );
                x = current[3];
                y = current[4];
                break;

              case 't': // shorthand quadraticCurveTo, relative
                // transform to absolute x,y
                tempX = x + current[1];
                tempY = y + current[2];
                if (previous[0].match(/[QqTt]/) === null) {
                  // If there is no previous command or if the previous command was not a Q, q, T or t,
                  // assume the control point is coincident with the current point
                  controlX = x;
                  controlY = y;
                }
                else {
                  // calculate reflection of previous control point
                  controlX = 2 * x - controlX;
                  controlY = 2 * y - controlY;
                }

                bounds = fabric.util.getBoundsOfCurve(x, y,
                  controlX,
                  controlY,
                  controlX,
                  controlY,
                  tempX,
                  tempY
                );
                x = tempX;
                y = tempY;

                break;

              case 'T':
                tempX = current[1];
                tempY = current[2];

                if (previous[0].match(/[QqTt]/) === null) {
                  // If there is no previous command or if the previous command was not a Q, q, T or t,
                  // assume the control point is coincident with the current point
                  controlX = x;
                  controlY = y;
                }
                else {
                  // calculate reflection of previous control point
                  controlX = 2 * x - controlX;
                  controlY = 2 * y - controlY;
                }
                bounds = fabric.util.getBoundsOfCurve(x, y,
                  controlX,
                  controlY,
                  controlX,
                  controlY,
                  tempX,
                  tempY
                );
                x = tempX;
                y = tempY;
                break;

              case 'a':
                // TODO: optimize this
                bounds = fabric.util.getBoundsOfArc(x, y,
                  current[1],
                  current[2],
                  current[3],
                  current[4],
                  current[5],
                  current[6] + x,
                  current[7] + y
                );
                x += current[6];
                y += current[7];
                break;

              case 'A':
                // TODO: optimize this
                bounds = fabric.util.getBoundsOfArc(x, y,
                  current[1],
                  current[2],
                  current[3],
                  current[4],
                  current[5],
                  current[6],
                  current[7]
                );
                x = current[6];
                y = current[7];
                break;

              case 'z':
              case 'Z':
                x = subpathStartX;
                y = subpathStartY;
                break;
            }
            previous = current;
            bounds.forEach(function (point) {
              aX.push(point.x);
              aY.push(point.y);
            });
            aX.push(x);
            aY.push(y);
          }

          var minX = min(aX) || 0,
              minY = min(aY) || 0,
              maxX = max(aX) || 0,
              maxY = max(aY) || 0,
              deltaX = maxX - minX,
              deltaY = maxY - minY,

              o = {
                left: minX,
                top: minY,
                width: deltaX,
                height: deltaY
              };

          return o;
        }
      });

      /**
       * Creates an instance of fabric.Path from an object
       * @static
       * @memberOf fabric.Path
       * @param {Object} object
       * @param {Function} [callback] Callback to invoke when an fabric.Path instance is created
       */
      fabric.Path.fromObject = function(object, callback) {
        Iif (typeof object.sourcePath === 'string') {
          var pathUrl = object.sourcePath;
          fabric.loadSVGFromURL(pathUrl, function (elements) {
            var path = elements[0];
            path.setOptions(object);
            callback && callback(path);
          });
        }
        else {
          fabric.Object._fromObject('Path', object, callback, 'path');
        }
      };

      /* _FROM_SVG_START_ */
      /**
       * List of attribute names to account for when parsing SVG element (used by `fabric.Path.fromElement`)
       * @static
       * @memberOf fabric.Path
       * @see http://www.w3.org/TR/SVG/paths.html#PathElement
       */
      fabric.Path.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(['d']);

      /**
       * Creates an instance of fabric.Path from an SVG <path> element
       * @static
       * @memberOf fabric.Path
       * @param {SVGElement} element to parse
       * @param {Function} callback Callback to invoke when an fabric.Path instance is created
       * @param {Object} [options] Options object
       * @param {Function} [callback] Options callback invoked after parsing is finished
       */
      fabric.Path.fromElement = function(element, callback, options) {
        var parsedAttributes = fabric.parseAttributes(element, fabric.Path.ATTRIBUTE_NAMES);
        callback(new fabric.Path(parsedAttributes.d, extend(parsedAttributes, options)));
      };
      /* _FROM_SVG_END_ */

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend,
          min = fabric.util.array.min,
          max = fabric.util.array.max;

      Iif (fabric.Group) {
        return;
      }

      /**
       * Group class
       * @class fabric.Group
       * @extends fabric.Object
       * @mixes fabric.Collection
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}
       * @see {@link fabric.Group#initialize} for constructor definition
       */
      fabric.Group = fabric.util.createClass(fabric.Object, fabric.Collection, /** @lends fabric.Group.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'group',

        /**
         * Width of stroke
         * @type Number
         * @default
         */
        strokeWidth: 0,

        /**
         * Indicates if click events should also check for subtargets
         * @type Boolean
         * @default
         */
        subTargetCheck: false,

        /**
         * Groups are container, do not render anything on theyr own, ence no cache properties
         * @type Array
         * @default
         */
        cacheProperties: [],

        /**
         * setOnGroup is a method used for TextBox that is no more used since 2.0.0 The behavior is still
         * available setting this boolean to true.
         * @type Boolean
         * @since 2.0.0
         * @default
         */
        useSetOnGroup: false,

        /**
         * Constructor
         * @param {Object} objects Group objects
         * @param {Object} [options] Options object
         * @param {Boolean} [isAlreadyGrouped] if true, objects have been grouped already.
         * @return {Object} thisArg
         */
        initialize: function(objects, options, isAlreadyGrouped) {
          options = options || {};
          this._objects = [];
          // if objects enclosed in a group have been grouped already,
          // we cannot change properties of objects.
          // Thus we need to set options to group without objects,
          isAlreadyGrouped && this.callSuper('initialize', options);
          this._objects = objects || [];
          for (var i = this._objects.length; i--; ) {
            this._objects[i].group = this;
          }

          if (options.originX) {
            this.originX = options.originX;
          }
          if (options.originY) {
            this.originY = options.originY;
          }

          if (!isAlreadyGrouped) {
            var center = options && options.centerPoint;
            // if coming from svg i do not want to calc bounds.
            // i assume width and height are passed along options
            center || this._calcBounds();
            this._updateObjectsCoords(center);
            delete options.centerPoint;
            this.callSuper('initialize', options);
          }
          else {
            this._updateObjectsACoords();
          }

          this.setCoords();
        },

        /**
         * @private
         * @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change
         */
        _updateObjectsACoords: function() {
          var ignoreZoom = true, skipAbsolute = true;
          for (var i = this._objects.length; i--; ){
            this._objects[i].setCoords(ignoreZoom, skipAbsolute);
          }
        },

        /**
         * @private
         * @param {Boolean} [skipCoordsChange] if true, coordinates of objects enclosed in a group do not change
         */
        _updateObjectsCoords: function(center) {
          var center = center || this.getCenterPoint();
          for (var i = this._objects.length; i--; ){
            this._updateObjectCoords(this._objects[i], center);
          }
        },

        /**
         * @private
         * @param {Object} object
         * @param {fabric.Point} center, current center of group.
         */
        _updateObjectCoords: function(object, center) {
          var objectLeft = object.left,
              objectTop = object.top,
              ignoreZoom = true, skipAbsolute = true;

          object.set({
            left: objectLeft - center.x,
            top: objectTop - center.y
          });
          object.group = this;
          object.setCoords(ignoreZoom, skipAbsolute);
        },

        /**
         * Returns string represenation of a group
         * @return {String}
         */
        toString: function() {
          return '#<fabric.Group: (' + this.complexity() + ')>';
        },

        /**
         * Adds an object to a group; Then recalculates group's dimension, position.
         * @param {Object} object
         * @return {fabric.Group} thisArg
         * @chainable
         */
        addWithUpdate: function(object) {
          this._restoreObjectsState();
          fabric.util.resetObjectTransform(this);
          Eif (object) {
            this._objects.push(object);
            object.group = this;
            object._set('canvas', this.canvas);
          }
          this._calcBounds();
          this._updateObjectsCoords();
          this.setCoords();
          this.dirty = true;
          return this;
        },

        /**
         * Removes an object from a group; Then recalculates group's dimension, position.
         * @param {Object} object
         * @return {fabric.Group} thisArg
         * @chainable
         */
        removeWithUpdate: function(object) {
          this._restoreObjectsState();
          fabric.util.resetObjectTransform(this);

          this.remove(object);
          this._calcBounds();
          this._updateObjectsCoords();
          this.setCoords();
          this.dirty = true;
          return this;
        },

        /**
         * @private
         */
        _onObjectAdded: function(object) {
          this.dirty = true;
          object.group = this;
          object._set('canvas', this.canvas);
        },

        /**
         * @private
         */
        _onObjectRemoved: function(object) {
          this.dirty = true;
          delete object.group;
        },

        /**
         * @private
         */
        _set: function(key, value) {
          var i = this._objects.length;
          if (this.useSetOnGroup) {
            while (i--) {
              this._objects[i].setOnGroup(key, value);
            }
          }
          if (key === 'canvas') {
            i = this._objects.length;
            while (i--) {
              this._objects[i]._set(key, value);
            }
          }
          this.callSuper('_set', key, value);
        },

        /**
         * Returns object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          var objsToObject = this.getObjects().map(function(obj) {
            var originalDefaults = obj.includeDefaultValues;
            obj.includeDefaultValues = obj.group.includeDefaultValues;
            var _obj = obj.toObject(propertiesToInclude);
            obj.includeDefaultValues = originalDefaults;
            return _obj;
          });
          return extend(this.callSuper('toObject', propertiesToInclude), {
            objects: objsToObject
          });
        },

        /**
         * Returns object representation of an instance, in dataless mode.
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toDatalessObject: function(propertiesToInclude) {
          var objsToObject, sourcePath = this.sourcePath;
          if (sourcePath) {
            objsToObject = sourcePath;
          }
          else {
            objsToObject = this.getObjects().map(function(obj) {
              var originalDefaults = obj.includeDefaultValues;
              obj.includeDefaultValues = obj.group.includeDefaultValues;
              var _obj = obj.toDatalessObject(propertiesToInclude);
              obj.includeDefaultValues = originalDefaults;
              return _obj;
            });
          }
          return extend(this.callSuper('toDatalessObject', propertiesToInclude), {
            objects: objsToObject
          });
        },

        /**
         * Renders instance on a given context
         * @param {CanvasRenderingContext2D} ctx context to render instance on
         */
        render: function(ctx) {
          this._transformDone = true;
          this.callSuper('render', ctx);
          this._transformDone = false;
        },

        /**
         * Decide if the object should cache or not. Create its own cache level
         * objectCaching is a global flag, wins over everything
         * needsItsOwnCache should be used when the object drawing method requires
         * a cache step. None of the fabric classes requires it.
         * Generally you do not cache objects in groups because the group outside is cached.
         * @return {Boolean}
         */
        shouldCache: function() {
          var ownCache = this.objectCaching && (!this.group || this.needsItsOwnCache() || !this.group.isOnACache());
          this.ownCaching = ownCache;
          if (ownCache) {
            for (var i = 0, len = this._objects.length; i < len; i++) {
              if (this._objects[i].willDrawShadow()) {
                this.ownCaching = false;
                return false;
              }
            }
          }
          return ownCache;
        },

        /**
         * Check if this object or a child object will cast a shadow
         * @return {Boolean}
         */
        willDrawShadow: function() {
          if (this.shadow) {
            return this.callSuper('willDrawShadow');
          }
          for (var i = 0, len = this._objects.length; i < len; i++) {
            if (this._objects[i].willDrawShadow()) {
              return true;
            }
          }
          return false;
        },

        /**
         * Check if this group or its parent group are caching, recursively up
         * @return {Boolean}
         */
        isOnACache: function() {
          return this.ownCaching || (this.group && this.group.isOnACache());
        },

        /**
         * Execute the drawing operation for an object on a specified context
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        drawObject: function(ctx) {
          for (var i = 0, len = this._objects.length; i < len; i++) {
            this._objects[i].render(ctx);
          }
        },

        /**
         * Check if cache is dirty
         */
        isCacheDirty: function() {
          if (this.callSuper('isCacheDirty')) {
            return true;
          }
          if (!this.statefullCache) {
            return false;
          }
          for (var i = 0, len = this._objects.length; i < len; i++) {
            if (this._objects[i].isCacheDirty(true)) {
              if (this._cacheCanvas) {
                // if this group has not a cache canvas there is nothing to clean
                var x = this.cacheWidth / this.zoomX, y = this.cacheHeight / this.zoomY;
                this._cacheContext.clearRect(-x / 2, -y / 2, x, y);
              }
              return true;
            }
          }
          return false;
        },

        /**
         * Retores original state of each of group objects (original state is that which was before group was created).
         * @private
         * @return {fabric.Group} thisArg
         * @chainable
         */
        _restoreObjectsState: function() {
          this._objects.forEach(this._restoreObjectState, this);
          return this;
        },

        /**
         * Realises the transform from this group onto the supplied object
         * i.e. it tells you what would happen if the supplied object was in
         * the group, and then the group was destroyed. It mutates the supplied
         * object.
         * @param {fabric.Object} object
         * @return {fabric.Object} transformedObject
         */
        realizeTransform: function(object) {
          var matrix = object.calcTransformMatrix(),
              options = fabric.util.qrDecompose(matrix),
              center = new fabric.Point(options.translateX, options.translateY);
          object.flipX = false;
          object.flipY = false;
          object.set('scaleX', options.scaleX);
          object.set('scaleY', options.scaleY);
          object.skewX = options.skewX;
          object.skewY = options.skewY;
          object.angle = options.angle;
          object.setPositionByOrigin(center, 'center', 'center');
          return object;
        },

        /**
         * Restores original state of a specified object in group
         * @private
         * @param {fabric.Object} object
         * @return {fabric.Group} thisArg
         */
        _restoreObjectState: function(object) {
          this.realizeTransform(object);
          object.setCoords();
          delete object.group;
          return this;
        },

        /**
         * Destroys a group (restoring state of its objects)
         * @return {fabric.Group} thisArg
         * @chainable
         */
        destroy: function() {
          // when group is destroyed objects needs to get a repaint to be eventually
          // displayed on canvas.
          this._objects.forEach(function(object) {
            object.set('dirty', true);
          });
          return this._restoreObjectsState();
        },

        /**
         * make a group an active selection, remove the group from canvas
         * the group has to be on canvas for this to work.
         * @return {fabric.ActiveSelection} thisArg
         * @chainable
         */
        toActiveSelection: function() {
          if (!this.canvas) {
            return;
          }
          var objects = this._objects, canvas = this.canvas;
          this._objects = [];
          var options = this.toObject();
          delete options.objects;
          var activeSelection = new fabric.ActiveSelection([]);
          activeSelection.set(options);
          activeSelection.type = 'activeSelection';
          canvas.remove(this);
          objects.forEach(function(object) {
            object.group = activeSelection;
            object.dirty = true;
            canvas.add(object);
          });
          activeSelection.canvas = canvas;
          activeSelection._objects = objects;
          canvas._activeObject = activeSelection;
          activeSelection.setCoords();
          return activeSelection;
        },

        /**
         * Destroys a group (restoring state of its objects)
         * @return {fabric.Group} thisArg
         * @chainable
         */
        ungroupOnCanvas: function() {
          return this._restoreObjectsState();
        },

        /**
         * Sets coordinates of all objects inside group
         * @return {fabric.Group} thisArg
         * @chainable
         */
        setObjectsCoords: function() {
          var ignoreZoom = true, skipAbsolute = true;
          this.forEachObject(function(object) {
            object.setCoords(ignoreZoom, skipAbsolute);
          });
          return this;
        },

        /**
         * @private
         */
        _calcBounds: function(onlyWidthHeight) {
          var aX = [],
              aY = [],
              o, prop,
              props = ['tr', 'br', 'bl', 'tl'],
              i = 0, iLen = this._objects.length,
              j, jLen = props.length,
              ignoreZoom = true;

          for ( ; i < iLen; ++i) {
            o = this._objects[i];
            o.setCoords(ignoreZoom);
            for (j = 0; j < jLen; j++) {
              prop = props[j];
              aX.push(o.oCoords[prop].x);
              aY.push(o.oCoords[prop].y);
            }
          }

          this.set(this._getBounds(aX, aY, onlyWidthHeight));
        },

        /**
         * @private
         */
        _getBounds: function(aX, aY, onlyWidthHeight) {
          var minXY = new fabric.Point(min(aX), min(aY)),
              maxXY = new fabric.Point(max(aX), max(aY)),
              obj = {
                width: (maxXY.x - minXY.x) || 0,
                height: (maxXY.y - minXY.y) || 0
              };

          Eif (!onlyWidthHeight) {
            obj.left = minXY.x || 0;
            obj.top = minXY.y || 0;
            Iif (this.originX === 'center') {
              obj.left += obj.width / 2;
            }
            Iif (this.originX === 'right') {
              obj.left += obj.width;
            }
            Iif (this.originY === 'center') {
              obj.top += obj.height / 2;
            }
            Iif (this.originY === 'bottom') {
              obj.top += obj.height;
            }
          }
          return obj;
        },

        /* _TO_SVG_START_ */
        /**
         * Returns svg representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var markup = this._createBaseSVGMarkup();
          markup.push(
            '<g ', this.getSvgId(), 'transform="',
            /* avoiding styles intentionally */
            this.getSvgTransform(),
            this.getSvgTransformMatrix(),
            '" style="',
            this.getSvgFilter(),
            '">\n'
          );

          for (var i = 0, len = this._objects.length; i < len; i++) {
            markup.push('\t', this._objects[i].toSVG(reviver));
          }

          markup.push('</g>\n');

          return reviver ? reviver(markup.join('')) : markup.join('');
        },
        /* _TO_SVG_END_ */
      });

      /**
       * Returns {@link fabric.Group} instance from an object representation
       * @static
       * @memberOf fabric.Group
       * @param {Object} object Object to create a group from
       * @param {Function} [callback] Callback to invoke when an group instance is created
       */
      fabric.Group.fromObject = function(object, callback) {
        fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {
          var options = fabric.util.object.clone(object, true);
          delete options.objects;
          callback && callback(new fabric.Group(enlivenedObjects, options, true));
        });
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { });

      Iif (fabric.ActiveSelection) {
        return;
      }

      /**
       * Group class
       * @class fabric.ActiveSelection
       * @extends fabric.Group
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-3#groups}
       * @see {@link fabric.ActiveSelection#initialize} for constructor definition
       */
      fabric.ActiveSelection = fabric.util.createClass(fabric.Group, /** @lends fabric.ActiveSelection.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'activeSelection',

        /**
         * Constructor
         * @param {Object} objects ActiveSelection objects
         * @param {Object} [options] Options object
         * @return {Object} thisArg
         */
        initialize: function(objects, options) {
          options = options || {};
          this._objects = objects || [];
          for (var i = this._objects.length; i--; ) {
            this._objects[i].group = this;
          }

          if (options.originX) {
            this.originX = options.originX;
          }
          if (options.originY) {
            this.originY = options.originY;
          }
          this._calcBounds();
          this._updateObjectsCoords();
          fabric.Object.prototype.initialize.call(this, options);
          this.setCoords();
        },

        /**
         * Change te activeSelection to a normal group,
         * High level function that automatically adds it to canvas as
         * active object. no events fired.
         * @since 2.0.0
         * @return {fabric.Group}
         */
        toGroup: function() {
          var objects = this._objects;
          this._objects = [];
          var options = this.toObject();
          var newGroup = new fabric.Group([]);
          delete options.objects;
          newGroup.set(options);
          newGroup.type = 'group';
          objects.forEach(function(object) {
            object.group = newGroup;
            object.canvas.remove(object);
          });
          newGroup._objects = objects;
          if (!this.canvas) {
            return newGroup;
          }
          var canvas = this.canvas;
          canvas.add(newGroup);
          canvas._activeObject = newGroup;
          newGroup.setCoords();
          return newGroup;
        },

        /**
         * If returns true, deselection is cancelled.
         * @since 2.0.0
         * @return {Boolean} [cancel]
         */
        onDeselect: function() {
          this.destroy();
          return false;
        },

        /**
         * Returns string representation of a group
         * @return {String}
         */
        toString: function() {
          return '#<fabric.ActiveSelection: (' + this.complexity() + ')>';
        },

        /**
         * @private
         */
        _set: function(key, value) {
          var i = this._objects.length;
          if (key === 'canvas') {
            while (i--) {
              this._objects[i].set(key, value);
            }
          }
          Iif (this.useSetOnGroup) {
            while (i--) {
              this._objects[i].setOnGroup(key, value);
            }
          }
          fabric.Object.prototype._set.call(this, key, value);
        },

        /**
         * Decide if the object should cache or not. Create its own cache level
         * objectCaching is a global flag, wins over everything
         * needsItsOwnCache should be used when the object drawing method requires
         * a cache step. None of the fabric classes requires it.
         * Generally you do not cache objects in groups because the group outside is cached.
         * @return {Boolean}
         */
        shouldCache: function() {
          return false;
        },

        /**
         * Check if this object or a child object will cast a shadow
         * @return {Boolean}
         */
        willDrawShadow: function() {
          if (this.shadow) {
            return this.callSuper('willDrawShadow');
          }
          for (var i = 0, len = this._objects.length; i < len; i++) {
            if (this._objects[i].willDrawShadow()) {
              return true;
            }
          }
          return false;
        },

        /**
         * Check if this group or its parent group are caching, recursively up
         * @return {Boolean}
         */
        isOnACache: function() {
          return false;
        },

        /**
         * Renders controls and borders for the object
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {Object} [styleOverride] properties to override the object style
         * @param {Object} [childrenOverride] properties to override the children overrides
         */
        _renderControls: function(ctx, styleOverride, childrenOverride) {
          ctx.save();
          ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;
          this.callSuper('_renderControls', ctx, styleOverride);
          childrenOverride = childrenOverride || { };
          Eif (typeof childrenOverride.hasControls === 'undefined') {
            childrenOverride.hasControls = false;
          }
          Eif (typeof childrenOverride.hasRotatingPoint === 'undefined') {
            childrenOverride.hasRotatingPoint = false;
          }
          childrenOverride.forActiveSelection = true;
          for (var i = 0, len = this._objects.length; i < len; i++) {
            this._objects[i]._renderControls(ctx, childrenOverride);
          }
          ctx.restore();
        },
      });

      /**
       * Returns {@link fabric.ActiveSelection} instance from an object representation
       * @static
       * @memberOf fabric.ActiveSelection
       * @param {Object} object Object to create a group from
       * @param {Function} [callback] Callback to invoke when an ActiveSelection instance is created
       */
      fabric.ActiveSelection.fromObject = function(object, callback) {
        fabric.util.enlivenObjects(object.objects, function(enlivenedObjects) {
          delete object.objects;
          callback && callback(new fabric.ActiveSelection(enlivenedObjects, object, true));
        });
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var extend = fabric.util.object.extend;

      Iif (!global.fabric) {
        global.fabric = { };
      }

      Iif (global.fabric.Image) {
        fabric.warn('fabric.Image is already defined.');
        return;
      }

      /**
       * Image class
       * @class fabric.Image
       * @extends fabric.Object
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#images}
       * @see {@link fabric.Image#initialize} for constructor definition
       */
      fabric.Image = fabric.util.createClass(fabric.Object, /** @lends fabric.Image.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'image',

        /**
         * crossOrigin value (one of "", "anonymous", "use-credentials")
         * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes
         * @type String
         * @default
         */
        crossOrigin: '',

        /**
         * Width of a stroke.
         * For image quality a stroke multiple of 2 gives better results.
         * @type Number
         * @default
         */
        strokeWidth: 0,

        /**
         * private
         * contains last value of scaleX to detect
         * if the Image got resized after the last Render
         * @type Number
         */
        _lastScaleX: 1,

        /**
         * private
         * contains last value of scaleY to detect
         * if the Image got resized after the last Render
         * @type Number
         */
        _lastScaleY: 1,

        /**
         * private
         * contains last value of scaling applied by the apply filter chain
         * @type Number
         */
        _filterScalingX: 1,

        /**
         * private
         * contains last value of scaling applied by the apply filter chain
         * @type Number
         */
        _filterScalingY: 1,

        /**
         * minimum scale factor under which any resizeFilter is triggered to resize the image
         * 0 will disable the automatic resize. 1 will trigger automatically always.
         * number bigger than 1 are not implemented yet.
         * @type Number
         */
        minimumScaleTrigger: 0.5,

        /**
         * List of properties to consider when checking if
         * state of an object is changed ({@link fabric.Object#hasStateChanged})
         * as well as for history (undo/redo) purposes
         * @type Array
         */
        stateProperties: fabric.Object.prototype.stateProperties.concat('cropX', 'cropY'),

        /**
         * When `true`, object is cached on an additional canvas.
         * default to false for images
         * since 1.7.0
         * @type Boolean
         * @default
         */
        objectCaching: false,

        /**
         * key used to retrieve the texture representing this image
         * since 2.0.0
         * @type String
         * @default
         */
        cacheKey: '',

        /**
         * Image crop in pixels from original image size.
         * since 2.0.0
         * @type Number
         * @default
         */
        cropX: 0,

        /**
         * Image crop in pixels from original image size.
         * since 2.0.0
         * @type Number
         * @default
         */
        cropY: 0,

        /**
         * Constructor
         * @param {HTMLImageElement | String} element Image element
         * @param {Object} [options] Options object
         * @param {function} [callback] callback function to call after eventual filters applied.
         * @return {fabric.Image} thisArg
         */
        initialize: function(element, options) {
          options || (options = { });
          this.filters = [];
          this.cacheKey = 'texture' + fabric.Object.__uid++;
          this.callSuper('initialize', options);
          this._initElement(element, options);
        },

        /**
         * Returns image element which this instance if based on
         * @return {HTMLImageElement} Image element
         */
        getElement: function() {
          return this._element;
        },

        /**
         * Sets image element for this instance to a specified one.
         * If filters defined they are applied to new image.
         * You might need to call `canvas.renderAll` and `object.setCoords` after replacing, to render new image and update controls area.
         * @param {HTMLImageElement} element
         * @param {Object} [options] Options object
         * @return {fabric.Image} thisArg
         * @chainable
         */
        setElement: function(element, options) {
          var backend = fabric.filterBackend;
          if (backend && backend.evictCachesForKey) {
            backend.evictCachesForKey(this.cacheKey);
            backend.evictCachesForKey(this.cacheKey + '_filtered');
          }
          this._element = element;
          this._originalElement = element;
          this._initConfig(options);
          if (this.resizeFilter) {
            this.applyResizeFilters();
          }
          if (this.filters.length !== 0) {
            this.applyFilters();
          }
          return this;
        },

        /**
         * Delete cacheKey if we have a webGlBackend
         * delete reference to image elements
         */
        dispose: function() {
          var backend = fabric.filterBackend;
          if (backend && backend.evictCachesForKey) {
            backend.evictCachesForKey(this.cacheKey);
            backend.evictCachesForKey(this.cacheKey + '_filtered');
          }
          this._originalElement = undefined;
          this._element = undefined;
          this._filteredEl = undefined;
        },

        /**
         * Sets crossOrigin value (on an instance and corresponding image element)
         * @return {fabric.Image} thisArg
         * @chainable
         */
        setCrossOrigin: function(value) {
          this.crossOrigin = value;
          this._element.crossOrigin = value;

          return this;
        },

        /**
         * Returns original size of an image
         * @return {Object} Object with "width" and "height" properties
         */
        getOriginalSize: function() {
          var element = this.getElement();
          return {
            width: element.width,
            height: element.height
          };
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _stroke: function(ctx) {
          Eif (!this.stroke || this.strokeWidth === 0) {
            return;
          }
          var w = this.width / 2, h = this.height / 2;
          ctx.beginPath();
          ctx.moveTo(-w, -h);
          ctx.lineTo(w, -h);
          ctx.lineTo(w, h);
          ctx.lineTo(-w, h);
          ctx.lineTo(-w, -h);
          ctx.closePath();
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderDashedStroke: function(ctx) {
          var x = -this.width / 2,
              y = -this.height / 2,
              w = this.width,
              h = this.height;

          ctx.save();
          this._setStrokeStyles(ctx, this);

          ctx.beginPath();
          fabric.util.drawDashedLine(ctx, x, y, x + w, y, this.strokeDashArray);
          fabric.util.drawDashedLine(ctx, x + w, y, x + w, y + h, this.strokeDashArray);
          fabric.util.drawDashedLine(ctx, x + w, y + h, x, y + h, this.strokeDashArray);
          fabric.util.drawDashedLine(ctx, x, y + h, x, y, this.strokeDashArray);
          ctx.closePath();
          ctx.restore();
        },

        /**
         * Returns object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} Object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          var filters = [];

          this.filters.forEach(function(filterObj) {
            Eif (filterObj) {
              filters.push(filterObj.toObject());
            }
          });
          var object = extend(
            this.callSuper(
              'toObject',
              ['crossOrigin', 'cropX', 'cropY'].concat(propertiesToInclude)
            ), {
              src: this.getSrc(),
              filters: filters,
            });
          if (this.resizeFilter) {
            object.resizeFilter = this.resizeFilter.toObject();
          }
          return object;
        },

        /* _TO_SVG_START_ */
        /**
         * Returns SVG representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var markup = this._createBaseSVGMarkup(), x = -this.width / 2, y = -this.height / 2;
          markup.push('<g transform="', this.getSvgTransform(), this.getSvgTransformMatrix(), '">\n');
          var imageMarkup = ['\t<image ', this.getSvgId(), 'xlink:href="', this.getSvgSrc(true),
            '" x="', x, '" y="', y,
            '" style="', this.getSvgStyles(),
            // we're essentially moving origin of transformation from top/left corner to the center of the shape
            // by wrapping it in container <g> element with actual transformation, then offsetting object to the top/left
            // so that object's center aligns with container's left/top
            '" width="', this.width,
            '" height="', this.height,
            '"></image>\n'];
          Eif (this.paintFirst === 'fill') {
            Array.prototype.push.apply(markup, imageMarkup);
          }
          Iif (this.stroke || this.strokeDashArray) {
            var origFill = this.fill;
            this.fill = null;
            markup.push(
              '\t<rect ',
              'x="', x, '" y="', y,
              '" width="', this.width, '" height="', this.height,
              '" style="', this.getSvgStyles(),
              '"/>\n'
            );
            this.fill = origFill;
          }
          Iif (this.paintFirst !== 'fill') {
            Array.prototype.push.apply(markup, imageMarkup);
          }
          markup.push('</g>\n');

          return reviver ? reviver(markup.join('')) : markup.join('');
        },
        /* _TO_SVG_END_ */

        /**
         * Returns source of an image
         * @param {Boolean} filtered indicates if the src is needed for svg
         * @return {String} Source of an image
         */
        getSrc: function(filtered) {
          var element = filtered ? this._element : this._originalElement;
          Eif (element) {
            Iif (element.toDataURL) {
              return element.toDataURL();
            }
            return element.src;
          }
          else {
            return this.src || '';
          }
        },

        /**
         * Sets source of an image
         * @param {String} src Source string (URL)
         * @param {Function} [callback] Callback is invoked when image has been loaded (and all filters have been applied)
         * @param {Object} [options] Options object
         * @return {fabric.Image} thisArg
         * @chainable
         */
        setSrc: function(src, callback, options) {
          fabric.util.loadImage(src, function(img) {
            this.setElement(img, options);
            callback(this);
          }, this, options && options.crossOrigin);
          return this;
        },

        /**
         * Returns string representation of an instance
         * @return {String} String representation of an instance
         */
        toString: function() {
          return '#<fabric.Image: { src: "' + this.getSrc() + '" }>';
        },

        applyResizeFilters: function() {
          var filter = this.resizeFilter,
              retinaScaling = this.canvas ? this.canvas.getRetinaScaling() : 1,
              minimumScale = this.minimumScaleTrigger,
              scaleX = this.scaleX * retinaScaling,
              scaleY = this.scaleY * retinaScaling,
              elementToFilter = this._filteredEl || this._originalElement;
          Eif (!filter || (scaleX > minimumScale && scaleY > minimumScale)) {
            this._element = elementToFilter;
            this._filterScalingX = 1;
            this._filterScalingY = 1;
            return;
          }
          if (!fabric.filterBackend) {
            fabric.filterBackend = fabric.initFilterBackend();
          }
          var canvasEl = fabric.util.createCanvasElement(),
              cacheKey = this._filteredEl ? this.cacheKey : (this.cacheKey + '_filtered'),
              sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;
          canvasEl.width = sourceWidth;
          canvasEl.height = sourceHeight;
          this._element = canvasEl;
          filter.scaleX = scaleX;
          filter.scaleY = scaleY;
          fabric.filterBackend.applyFilters(
            [filter], elementToFilter, sourceWidth, sourceHeight, this._element, cacheKey);
          this._filterScalingX = canvasEl.width / this._originalElement.width;
          this._filterScalingY = canvasEl.height / this._originalElement.height;
        },

        /**
         * Applies filters assigned to this image (from "filters" array) or from filter param
         * @method applyFilters
         * @param {Array} filters to be applied
         * @param {Boolean} forResizing specify if the filter operation is a resize operation
         * @return {thisArg} return the fabric.Image object
         * @chainable
         */
        applyFilters: function(filters) {

          filters = filters || this.filters || [];
          filters = filters.filter(function(filter) { return filter; });
          Iif (filters.length === 0) {
            this._element = this._originalElement;
            this._filteredEl = null;
            this._filterScalingX = 1;
            this._filterScalingY = 1;
            return this;
          }

          var imgElement = this._originalElement,
              sourceWidth = imgElement.naturalWidth || imgElement.width,
              sourceHeight = imgElement.naturalHeight || imgElement.height;

          Eif (this._element === this._originalElement) {
            // if the element is the same we need to create a new element
            var canvasEl = fabric.util.createCanvasElement();
            canvasEl.width = sourceWidth;
            canvasEl.height = sourceHeight;
            this._element = canvasEl;
            this._filteredEl = canvasEl;
          }
          else {
            // clear the existing element to get new filter data
            this._element.getContext('2d').clearRect(0, 0, sourceWidth, sourceHeight);
          }
          if (!fabric.filterBackend) {
            fabric.filterBackend = fabric.initFilterBackend();
          }
          fabric.filterBackend.applyFilters(
            filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);
          Eif (this._originalElement.width !== this._element.width ||
            this._originalElement.height !== this._element.height) {
            this._filterScalingX = this._element.width / this._originalElement.width;
            this._filterScalingY = this._element.height / this._originalElement.height;
          }
          return this;
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _render: function(ctx) {
          Iif (this.isMoving === false && this.resizeFilter && this._needsResize()) {
            this._lastScaleX = this.scaleX;
            this._lastScaleY = this.scaleY;
            this.applyResizeFilters();
          }
          this._stroke(ctx);
          this._renderPaintInOrder(ctx);
        },

        _renderFill: function(ctx) {
          var w = this.width, h = this.height, sW = w * this._filterScalingX, sH = h * this._filterScalingY,
              x = -w / 2, y = -h / 2, elementToDraw = this._element;
          elementToDraw && ctx.drawImage(elementToDraw,
            this.cropX * this._filterScalingX,
            this.cropY * this._filterScalingY,
            sW,
            sH,
            x, y, w, h);
        },

        /**
         * @private, needed to check if image needs resize
         */
        _needsResize: function() {
          return (this.scaleX !== this._lastScaleX || this.scaleY !== this._lastScaleY);
        },

        /**
         * @private
         */
        _resetWidthHeight: function() {
          var element = this.getElement();

          this.set('width', element.width);
          this.set('height', element.height);
        },

        /**
         * The Image class's initialization method. This method is automatically
         * called by the constructor.
         * @private
         * @param {HTMLImageElement|String} element The element representing the image
         * @param {Object} [options] Options object
         */
        _initElement: function(element, options) {
          this.setElement(fabric.util.getById(element), options);
          fabric.util.addClass(this.getElement(), fabric.Image.CSS_CANVAS);
        },

        /**
         * @private
         * @param {Object} [options] Options object
         */
        _initConfig: function(options) {
          options || (options = { });
          this.setOptions(options);
          this._setWidthHeight(options);
          Iif (this._element && this.crossOrigin) {
            this._element.crossOrigin = this.crossOrigin;
          }
        },

        /**
         * @private
         * @param {Array} filters to be initialized
         * @param {Function} callback Callback to invoke when all fabric.Image.filters instances are created
         */
        _initFilters: function(filters, callback) {
          if (filters && filters.length) {
            fabric.util.enlivenObjects(filters, function(enlivenedObjects) {
              callback && callback(enlivenedObjects);
            }, 'fabric.Image.filters');
          }
          else {
            callback && callback();
          }
        },

        /**
         * @private
         * @param {Object} [options] Object with width/height properties
         */
        _setWidthHeight: function(options) {
          this.width = 'width' in options
            ? options.width
            : (this.getElement()
              ? this.getElement().width || 0
              : 0);

          this.height = 'height' in options
            ? options.height
            : (this.getElement()
              ? this.getElement().height || 0
              : 0);
        },

        /**
         * Calculate offset for center and scale factor for the image in order to respect
         * the preserveAspectRatio attribute
         * @private
         * @return {Object}
         */
        parsePreserveAspectRatioAttribute: function() {
          var pAR = fabric.util.parsePreserveAspectRatioAttribute(this.preserveAspectRatio || ''),
              rWidth = this._element.width, rHeight = this._element.height,
              scaleX = 1, scaleY = 1, offsetLeft = 0, offsetTop = 0, cropX = 0, cropY = 0,
              offset, pWidth = this.width, pHeight = this.height, parsedAttributes = { width: pWidth, height: pHeight };
          Eif (pAR && (pAR.alignX !== 'none' || pAR.alignY !== 'none')) {
            Eif (pAR.meetOrSlice === 'meet') {
              scaleX = scaleY = fabric.util.findScaleToFit(this._element, parsedAttributes);
              offset = (pWidth - rWidth * scaleX) / 2;
              if (pAR.alignX === 'Min') {
                offsetLeft = -offset;
              }
              if (pAR.alignX === 'Max') {
                offsetLeft = offset;
              }
              offset = (pHeight - rHeight * scaleY) / 2;
              if (pAR.alignY === 'Min') {
                offsetTop = -offset;
              }
              if (pAR.alignY === 'Max') {
                offsetTop = offset;
              }
            }
            Iif (pAR.meetOrSlice === 'slice') {
              scaleX = scaleY = fabric.util.findScaleToCover(this._element, parsedAttributes);
              offset = rWidth - pWidth / scaleX;
              if (pAR.alignX === 'Mid') {
                cropX = offset / 2;
              }
              if (pAR.alignX === 'Max') {
                cropX = offset;
              }
              offset = rHeight - pHeight / scaleY;
              if (pAR.alignY === 'Mid') {
                cropY = offset / 2;
              }
              if (pAR.alignY === 'Max') {
                cropY = offset;
              }
              rWidth = pWidth / scaleX;
              rHeight = pHeight / scaleY;
            }
          }
          else {
            scaleX = pWidth / rWidth;
            scaleY = pHeight / rHeight;
          }
          return {
            width: rWidth,
            height: rHeight,
            scaleX: scaleX,
            scaleY: scaleY,
            offsetLeft: offsetLeft,
            offsetTop: offsetTop,
            cropX: cropX,
            cropY: cropY
          };
        }
      });

      /**
       * Default CSS class name for canvas
       * @static
       * @type String
       * @default
       */
      fabric.Image.CSS_CANVAS = 'canvas-img';

      /**
       * Alias for getSrc
       * @static
       */
      fabric.Image.prototype.getSvgSrc = fabric.Image.prototype.getSrc;

      /**
       * Creates an instance of fabric.Image from its object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {Function} callback Callback to invoke when an image instance is created
       */
      fabric.Image.fromObject = function(object, callback) {
        fabric.util.loadImage(object.src, function(img, error) {
          Iif (error) {
            callback && callback(null, error);
            return;
          }
          fabric.Image.prototype._initFilters.call(object, object.filters, function(filters) {
            object.filters = filters || [];
            fabric.Image.prototype._initFilters.call(object, [object.resizeFilter], function(resizeFilters) {
              object.resizeFilter = resizeFilters[0];
              var image = new fabric.Image(img, object);
              callback(image);
            });
          });
        }, null, object.crossOrigin);
      };

      /**
       * Creates an instance of fabric.Image from an URL string
       * @static
       * @param {String} url URL to create an image from
       * @param {Function} [callback] Callback to invoke when image is created (newly created image is passed as a first argument)
       * @param {Object} [imgOptions] Options object
       */
      fabric.Image.fromURL = function(url, callback, imgOptions) {
        fabric.util.loadImage(url, function(img) {
          callback && callback(new fabric.Image(img, imgOptions));
        }, null, imgOptions && imgOptions.crossOrigin);
      };

      /* _FROM_SVG_START_ */
      /**
       * List of attribute names to account for when parsing SVG element (used by {@link fabric.Image.fromElement})
       * @static
       * @see {@link http://www.w3.org/TR/SVG/struct.html#ImageElement}
       */
      fabric.Image.ATTRIBUTE_NAMES =
        fabric.SHARED_ATTRIBUTES.concat('x y width height preserveAspectRatio xlink:href crossOrigin'.split(' '));

      /**
       * Returns {@link fabric.Image} instance from an SVG element
       * @static
       * @param {SVGElement} element Element to parse
       * @param {Object} [options] Options object
       * @param {Function} callback Callback to execute when fabric.Image object is created
       * @return {fabric.Image} Instance of fabric.Image
       */
      fabric.Image.fromElement = function(element, callback, options) {
        var parsedAttributes = fabric.parseAttributes(element, fabric.Image.ATTRIBUTE_NAMES);
        fabric.Image.fromURL(parsedAttributes['xlink:href'], callback,
          extend((options ? fabric.util.object.clone(options) : { }), parsedAttributes));
      };
      /* _FROM_SVG_END_ */

    })(typeof exports !== 'undefined' ? exports : this);

    fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ {

      /**
       * @private
       * @return {Number} angle value
       */
      _getAngleValueForStraighten: function() {
        var angle = this.angle % 360;
        if (angle > 0) {
          return Math.round((angle - 1) / 90) * 90;
        }
        return Math.round(angle / 90) * 90;
      },

      /**
       * Straightens an object (rotating it from current angle to one of 0, 90, 180, 270, etc. depending on which is closer)
       * @return {fabric.Object} thisArg
       * @chainable
       */
      straighten: function() {
        this.rotate(this._getAngleValueForStraighten());
        return this;
      },

      /**
       * Same as {@link fabric.Object.prototype.straighten} but with animation
       * @param {Object} callbacks Object with callback functions
       * @param {Function} [callbacks.onComplete] Invoked on completion
       * @param {Function} [callbacks.onChange] Invoked on every step of animation
       * @return {fabric.Object} thisArg
       * @chainable
       */
      fxStraighten: function(callbacks) {
        callbacks = callbacks || { };

        var empty = function() { },
            onComplete = callbacks.onComplete || empty,
            onChange = callbacks.onChange || empty,
            _this = this;

        fabric.util.animate({
          startValue: this.get('angle'),
          endValue: this._getAngleValueForStraighten(),
          duration: this.FX_DURATION,
          onChange: function(value) {
            _this.rotate(value);
            onChange();
          },
          onComplete: function() {
            _this.setCoords();
            onComplete();
          },
        });

        return this;
      }
    });

    fabric.util.object.extend(fabric.StaticCanvas.prototype, /** @lends fabric.StaticCanvas.prototype */ {

      /**
       * Straightens object, then rerenders canvas
       * @param {fabric.Object} object Object to straighten
       * @return {fabric.Canvas} thisArg
       * @chainable
       */
      straightenObject: function (object) {
        object.straighten();
        this.requestRenderAll();
        return this;
      },

      /**
       * Same as {@link fabric.Canvas.prototype.straightenObject}, but animated
       * @param {fabric.Object} object Object to straighten
       * @return {fabric.Canvas} thisArg
       * @chainable
       */
      fxStraightenObject: function (object) {
        object.fxStraighten({
          onChange: this.requestRenderAllBound
        });
        return this;
      }
    });

    (function() {

      'use strict';

      /**
       * Tests if webgl supports certain precision
       * @param {WebGL} Canvas WebGL context to test on
       * @param {String} Precision to test can be any of following: 'lowp', 'mediump', 'highp'
       * @returns {Boolean} Whether the user's browser WebGL supports given precision.
       */
      function testPrecision(gl, precision){
        var fragmentSource = 'precision ' + precision + ' float;\nvoid main(){}';
        var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fragmentShader, fragmentSource);
        gl.compileShader(fragmentShader);
        if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
          return false;
        }
        return true;
      }

      /**
       * Indicate whether this filtering backend is supported by the user's browser.
       * @param {Number} tileSize check if the tileSize is supported
       * @returns {Boolean} Whether the user's browser supports WebGL.
       */
      fabric.isWebglSupported = function(tileSize) {
        Eif (fabric.isLikelyNode) {
          return false;
        }
        tileSize = tileSize || fabric.WebglFilterBackend.prototype.tileSize;
        var canvas = document.createElement('canvas');
        var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
        var isSupported = false;
        // eslint-disable-next-line
        if (gl) {
          fabric.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
          isSupported = fabric.maxTextureSize >= tileSize;
          var precisions = ['highp', 'mediump', 'lowp'];
          for (var i = 0; i < 3; i++){
            if (testPrecision(gl, precisions[i])){
              fabric.webGlPrecision = precisions[i];
              break;
            };
          }
        }
        this.isSupported = isSupported;
        return isSupported;
      };

      fabric.WebglFilterBackend = WebglFilterBackend;

      /**
       * WebGL filter backend.
       */
      function WebglFilterBackend(options) {
        if (options && options.tileSize) {
          this.tileSize = options.tileSize;
        }
        this.setupGLContext(this.tileSize, this.tileSize);
        this.captureGPUInfo();
      };

      WebglFilterBackend.prototype = /** @lends fabric.WebglFilterBackend.prototype */ {

        tileSize: 2048,

        /**
         * Experimental. This object is a sort of repository of help layers used to avoid
         * of recreating them during frequent filtering. If you are previewing a filter with
         * a slider you problably do not want to create help layers every filter step.
         * in this object there will be appended some canvases, created once, resized sometimes
         * cleared never. Clearing is left to the developer.
         **/
        resources: {

        },

        /**
         * Setup a WebGL context suitable for filtering, and bind any needed event handlers.
         */
        setupGLContext: function(width, height) {
          this.dispose();
          this.createWebGLCanvas(width, height);
          // eslint-disable-next-line
          this.aPosition = new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]);
          this.chooseFastestCopyGLTo2DMethod(width, height);
        },

        /**
         * Pick a method to copy data from GL context to 2d canvas.  In some browsers using
         * putImageData is faster than drawImage for that specific operation.
         */
        chooseFastestCopyGLTo2DMethod: function(width, height) {
          var canMeasurePerf = typeof window.performance !== 'undefined';
          var canUseImageData;
          try {
            new ImageData(1, 1);
            canUseImageData = true;
          }
          catch (e) {
            canUseImageData = false;
          }
          // eslint-disable-next-line no-undef
          var canUseArrayBuffer = typeof ArrayBuffer !== 'undefined';
          // eslint-disable-next-line no-undef
          var canUseUint8Clamped = typeof Uint8ClampedArray !== 'undefined';

          if (!(canMeasurePerf && canUseImageData && canUseArrayBuffer && canUseUint8Clamped)) {
            return;
          }

          var targetCanvas = fabric.util.createCanvasElement();
          // eslint-disable-next-line no-undef
          var imageBuffer = new ArrayBuffer(width * height * 4);
          var testContext = {
            imageBuffer: imageBuffer,
            destinationWidth: width,
            destinationHeight: height,
            targetCanvas: targetCanvas
          };
          var startTime, drawImageTime, putImageDataTime;
          targetCanvas.width = width;
          targetCanvas.height = height;

          startTime = window.performance.now();
          copyGLTo2DDrawImage.call(testContext, this.gl, testContext);
          drawImageTime = window.performance.now() - startTime;

          startTime = window.performance.now();
          copyGLTo2DPutImageData.call(testContext, this.gl, testContext);
          putImageDataTime = window.performance.now() - startTime;

          if (drawImageTime > putImageDataTime) {
            this.imageBuffer = imageBuffer;
            this.copyGLTo2D = copyGLTo2DPutImageData;
          }
          else {
            this.copyGLTo2D = copyGLTo2DDrawImage;
          }
        },

        /**
         * Create a canvas element and associated WebGL context and attaches them as
         * class properties to the GLFilterBackend class.
         */
        createWebGLCanvas: function(width, height) {
          var canvas = fabric.util.createCanvasElement();
          canvas.width = width;
          canvas.height = height;
          var glOptions = { premultipliedAlpha: false },
              gl = canvas.getContext('webgl', glOptions);
          if (!gl) {
            gl = canvas.getContext('experimental-webgl', glOptions);
          }
          if (!gl) {
            return;
          }
          gl.clearColor(0, 0, 0, 0);
          // this canvas can fire webglcontextlost and webglcontextrestored
          this.canvas = canvas;
          this.gl = gl;
        },

        /**
         * Attempts to apply the requested filters to the source provided, drawing the filtered output
         * to the provided target canvas.
         *
         * @param {Array} filters The filters to apply.
         * @param {HTMLImageElement|HTMLCanvasElement} source The source to be filtered.
         * @param {Number} width The width of the source input.
         * @param {Number} height The height of the source input.
         * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.
         * @param {String|undefined} cacheKey A key used to cache resources related to the source. If
         * omitted, caching will be skipped.
         */
        applyFilters: function(filters, source, width, height, targetCanvas, cacheKey) {
          var gl = this.gl;
          var cachedTexture;
          if (cacheKey) {
            cachedTexture = this.getCachedTexture(cacheKey, source);
          }
          var pipelineState = {
            originalWidth: source.width || source.originalWidth,
            originalHeight: source.height || source.originalHeight,
            sourceWidth: width,
            sourceHeight: height,
            destinationWidth: width,
            destinationHeight: height,
            context: gl,
            sourceTexture: this.createTexture(gl, width, height, !cachedTexture && source),
            targetTexture: this.createTexture(gl, width, height),
            originalTexture: cachedTexture ||
              this.createTexture(gl, width, height, !cachedTexture && source),
            passes: filters.length,
            webgl: true,
            aPosition: this.aPosition,
            programCache: this.programCache,
            pass: 0,
            filterBackend: this,
            targetCanvas: targetCanvas
          };
          var tempFbo = gl.createFramebuffer();
          gl.bindFramebuffer(gl.FRAMEBUFFER, tempFbo);
          filters.forEach(function(filter) { filter && filter.applyTo(pipelineState); });
          resizeCanvasIfNeeded(pipelineState);
          this.copyGLTo2D(gl, pipelineState);
          gl.bindTexture(gl.TEXTURE_2D, null);
          gl.deleteTexture(pipelineState.sourceTexture);
          gl.deleteTexture(pipelineState.targetTexture);
          gl.deleteFramebuffer(tempFbo);
          targetCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);
          return pipelineState;
        },

        /**
         * The same as the applyFilter method but with additional logging of WebGL
         * errors.
         */
        applyFiltersDebug: function(filters, source, width, height, targetCanvas, cacheKey) {
          // The following code is useful when debugging a specific issue but adds ~10x slowdown.
          var gl = this.gl;
          var ret = this.applyFilters(filters, source, width, height, targetCanvas, cacheKey);
          var glError = gl.getError();
          if (glError !== gl.NO_ERROR) {
            var errorString = this.glErrorToString(gl, glError);
            var error = new Error('WebGL Error ' + errorString);
            error.glErrorCode = glError;
            throw error;
          }
          return ret;
        },

        glErrorToString: function(context, errorCode) {
          if (!context) {
            return 'Context undefined for error code: ' + errorCode;
          }
          else if (typeof errorCode !== 'number') {
            return 'Error code is not a number';
          }
          switch (errorCode) {
            case context.NO_ERROR:
              return 'NO_ERROR';
            case context.INVALID_ENUM:
              return 'INVALID_ENUM';
            case context.INVALID_VALUE:
              return 'INVALID_VALUE';
            case context.INVALID_OPERATION:
              return 'INVALID_OPERATION';
            case context.INVALID_FRAMEBUFFER_OPERATION:
              return 'INVALID_FRAMEBUFFER_OPERATION';
            case context.OUT_OF_MEMORY:
              return 'OUT_OF_MEMORY';
            case context.CONTEXT_LOST_WEBGL:
              return 'CONTEXT_LOST_WEBGL';
            default:
              return 'UNKNOWN_ERROR';
          }
        },

        /**
         * Detach event listeners, remove references, and clean up caches.
         */
        dispose: function() {
          if (this.canvas) {
            this.canvas = null;
            this.gl = null;
          }
          this.clearWebGLCaches();
        },

        /**
         * Wipe out WebGL-related caches.
         */
        clearWebGLCaches: function() {
          this.programCache = {};
          this.textureCache = {};
        },

        /**
         * Create a WebGL texture object.
         *
         * Accepts specific dimensions to initialize the textuer to or a source image.
         *
         * @param {WebGLRenderingContext} gl The GL context to use for creating the texture.
         * @param {Number} width The width to initialize the texture at.
         * @param {Number} height The height to initialize the texture.
         * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source for the texture data.
         * @returns {WebGLTexture}
         */
        createTexture: function(gl, width, height, textureImageSource) {
          var texture = gl.createTexture();
          gl.bindTexture(gl.TEXTURE_2D, texture);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
          if (textureImageSource) {
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImageSource);
          }
          else {
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
          }
          return texture;
        },

        /**
         * Can be optionally used to get a texture from the cache array
         *
         * If an existing texture is not found, a new texture is created and cached.
         *
         * @param {String} uniqueId A cache key to use to find an existing texture.
         * @param {HTMLImageElement|HTMLCanvasElement} textureImageSource A source to use to create the
         * texture cache entry if one does not already exist.
         */
        getCachedTexture: function(uniqueId, textureImageSource) {
          if (this.textureCache[uniqueId]) {
            return this.textureCache[uniqueId];
          }
          else {
            var texture = this.createTexture(
              this.gl, textureImageSource.width, textureImageSource.height, textureImageSource);
            this.textureCache[uniqueId] = texture;
            return texture;
          }
        },

        /**
         * Clear out cached resources related to a source image that has been
         * filtered previously.
         *
         * @param {String} cacheKey The cache key provided when the source image was filtered.
         */
        evictCachesForKey: function(cacheKey) {
          if (this.textureCache[cacheKey]) {
            this.gl.deleteTexture(this.textureCache[cacheKey]);
            delete this.textureCache[cacheKey];
          }
        },

        copyGLTo2D: copyGLTo2DDrawImage,

        /**
         * Attempt to extract GPU information strings from a WebGL context.
         *
         * Useful information when debugging or blacklisting specific GPUs.
         *
         * @returns {Object} A GPU info object with renderer and vendor strings.
         */
        captureGPUInfo: function() {
          if (this.gpuInfo) {
            return this.gpuInfo;
          }
          var gl = this.gl;
          var ext = gl.getExtension('WEBGL_debug_renderer_info');
          var gpuInfo = { renderer: '', vendor: '' };
          if (ext) {
            var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);
            var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);
            if (renderer) {
              gpuInfo.renderer = renderer.toLowerCase();
            }
            if (vendor) {
              gpuInfo.vendor = vendor.toLowerCase();
            }
          }
          this.gpuInfo = gpuInfo;
          return gpuInfo;
        },
      };
    })();

    function resizeCanvasIfNeeded(pipelineState) {
      var targetCanvas = pipelineState.targetCanvas,
          width = targetCanvas.width, height = targetCanvas.height,
          dWidth = pipelineState.destinationWidth,
          dHeight = pipelineState.destinationHeight;

      if (width !== dWidth || height !== dHeight) {
        targetCanvas.width = dWidth;
        targetCanvas.height = dHeight;
      }
    }

    /**
     * Copy an input WebGL canvas on to an output 2D canvas.
     *
     * The WebGL canvas is assumed to be upside down, with the top-left pixel of the
     * desired output image appearing in the bottom-left corner of the WebGL canvas.
     *
     * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.
     * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.
     * @param {Object} pipelineState The 2D target canvas to copy on to.
     */
    function copyGLTo2DDrawImage(gl, pipelineState) {
      var glCanvas = gl.canvas, targetCanvas = pipelineState.targetCanvas,
          ctx = targetCanvas.getContext('2d');
      ctx.translate(0, targetCanvas.height); // move it down again
      ctx.scale(1, -1); // vertical flip
      // where is my image on the big glcanvas?
      var sourceY = glCanvas.height - targetCanvas.height;
      ctx.drawImage(glCanvas, 0, sourceY, targetCanvas.width, targetCanvas.height, 0, 0,
        targetCanvas.width, targetCanvas.height);
    }

    /**
     * Copy an input WebGL canvas on to an output 2D canvas using 2d canvas' putImageData
     * API. Measurably faster than using ctx.drawImage in Firefox (version 54 on OSX Sierra).
     *
     * @param {WebGLRenderingContext} sourceContext The WebGL context to copy from.
     * @param {HTMLCanvasElement} targetCanvas The 2D target canvas to copy on to.
     * @param {Object} pipelineState The 2D target canvas to copy on to.
     */
    function copyGLTo2DPutImageData(gl, pipelineState) {
      var targetCanvas = pipelineState.targetCanvas, ctx = targetCanvas.getContext('2d'),
          dWidth = pipelineState.destinationWidth,
          dHeight = pipelineState.destinationHeight,
          numBytes = dWidth * dHeight * 4;

      // eslint-disable-next-line no-undef
      var u8 = new Uint8Array(this.imageBuffer, 0, numBytes);
      // eslint-disable-next-line no-undef
      var u8Clamped = new Uint8ClampedArray(this.imageBuffer, 0, numBytes);

      gl.readPixels(0, 0, dWidth, dHeight, gl.RGBA, gl.UNSIGNED_BYTE, u8);
      var imgData = new ImageData(u8Clamped, dWidth, dHeight);
      ctx.putImageData(imgData, 0, 0);
    }

    (function() {

      'use strict';

      var noop = function() {};

      fabric.Canvas2dFilterBackend = Canvas2dFilterBackend;

      /**
       * Canvas 2D filter backend.
       */
      function Canvas2dFilterBackend() {};

      Canvas2dFilterBackend.prototype = /** @lends fabric.Canvas2dFilterBackend.prototype */ {
        evictCachesForKey: noop,
        dispose: noop,
        clearWebGLCaches: noop,

        /**
         * Experimental. This object is a sort of repository of help layers used to avoid
         * of recreating them during frequent filtering. If you are previewing a filter with
         * a slider you probably do not want to create help layers every filter step.
         * in this object there will be appended some canvases, created once, resized sometimes
         * cleared never. Clearing is left to the developer.
         **/
        resources: {

        },

        /**
         * Apply a set of filters against a source image and draw the filtered output
         * to the provided destination canvas.
         *
         * @param {EnhancedFilter} filters The filter to apply.
         * @param {HTMLImageElement|HTMLCanvasElement} sourceElement The source to be filtered.
         * @param {Number} sourceWidth The width of the source input.
         * @param {Number} sourceHeight The height of the source input.
         * @param {HTMLCanvasElement} targetCanvas The destination for filtered output to be drawn.
         */
        applyFilters: function(filters, sourceElement, sourceWidth, sourceHeight, targetCanvas) {
          var ctx = targetCanvas.getContext('2d');
          ctx.drawImage(sourceElement, 0, 0, sourceWidth, sourceHeight);
          var imageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);
          var originalImageData = ctx.getImageData(0, 0, sourceWidth, sourceHeight);
          var pipelineState = {
            sourceWidth: sourceWidth,
            sourceHeight: sourceHeight,
            imageData: imageData,
            originalEl: sourceElement,
            originalImageData: originalImageData,
            canvasEl: targetCanvas,
            ctx: ctx,
            filterBackend: this,
          };
          filters.forEach(function(filter) { filter.applyTo(pipelineState); });
          Eif (pipelineState.imageData.width !== sourceWidth || pipelineState.imageData.height !== sourceHeight) {
            targetCanvas.width = pipelineState.imageData.width;
            targetCanvas.height = pipelineState.imageData.height;
          }
          ctx.putImageData(pipelineState.imageData, 0, 0);
          return pipelineState;
        },

      };
    })();

    /**
     * @namespace fabric.Image.filters
     * @memberOf fabric.Image
     * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#image_filters}
     * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
     */
    fabric.Image.filters = fabric.Image.filters || { };

    /**
     * Root filter class from which all filter classes inherit from
     * @class fabric.Image.filters.BaseFilter
     * @memberOf fabric.Image.filters
     */
    fabric.Image.filters.BaseFilter = fabric.util.createClass(/** @lends fabric.Image.filters.BaseFilter.prototype */ {

      /**
       * Filter type
       * @param {String} type
       * @default
       */
      type: 'BaseFilter',

      /**
       * Array of attributes to send with buffers. do not modify
       * @private
       */

      vertexSource: 'attribute vec2 aPosition;\n' +
        'varying vec2 vTexCoord;\n' +
        'void main() {\n' +
          'vTexCoord = aPosition;\n' +
          'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\n' +
        '}',

      fragmentSource: 'precision highp float;\n' +
        'varying vec2 vTexCoord;\n' +
        'uniform sampler2D uTexture;\n' +
        'void main() {\n' +
          'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
        '}',

      /**
       * Constructor
       * @param {Object} [options] Options object
       */
      initialize: function(options) {
        if (options) {
          this.setOptions(options);
        }
      },

      /**
       * Sets filter's properties from options
       * @param {Object} [options] Options object
       */
      setOptions: function(options) {
        for (var prop in options) {
          this[prop] = options[prop];
        }
      },

      /**
       * Compile this filter's shader program.
       *
       * @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.
       * @param {String} fragmentSource fragmentShader source for compilation
       * @param {String} vertexSource vertexShader source for compilation
       */
      createProgram: function(gl, fragmentSource, vertexSource) {
        fragmentSource = fragmentSource || this.fragmentSource;
        vertexSource = vertexSource || this.vertexSource;
        if (fabric.webGlPrecision !== 'highp'){
          fragmentSource = fragmentSource.replace(
            /precision highp float/g,
            'precision ' + fabric.webGlPrecision + ' float'
          );
        }
        var vertexShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vertexShader, vertexSource);
        gl.compileShader(vertexShader);
        if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
          throw new Error(
            // eslint-disable-next-line prefer-template
            'Vertex shader compile error for ' + this.type + ': ' +
            gl.getShaderInfoLog(vertexShader)
          );
        }

        var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fragmentShader, fragmentSource);
        gl.compileShader(fragmentShader);
        if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
          throw new Error(
            // eslint-disable-next-line prefer-template
            'Fragment shader compile error for ' + this.type + ': ' +
            gl.getShaderInfoLog(fragmentShader)
          );
        }

        var program = gl.createProgram();
        gl.attachShader(program, vertexShader);
        gl.attachShader(program, fragmentShader);
        gl.linkProgram(program);
        if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
          throw new Error(
            // eslint-disable-next-line prefer-template
            'Shader link error for "${this.type}" ' +
            gl.getProgramInfoLog(program)
          );
        }

        var attributeLocations = this.getAttributeLocations(gl, program);
        var uniformLocations = this.getUniformLocations(gl, program) || { };
        uniformLocations.uStepW = gl.getUniformLocation(program, 'uStepW');
        uniformLocations.uStepH = gl.getUniformLocation(program, 'uStepH');
        return {
          program: program,
          attributeLocations: attributeLocations,
          uniformLocations: uniformLocations
        };
      },

      /**
       * Return a map of attribute names to WebGLAttributeLocation objects.
       *
       * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
       * @param {WebGLShaderProgram} program The shader program from which to take attribute locations.
       * @returns {Object} A map of attribute names to attribute locations.
       */
      getAttributeLocations: function(gl, program) {
        return {
          aPosition: gl.getAttribLocation(program, 'aPosition'),
        };
      },

      /**
       * Return a map of uniform names to WebGLUniformLocation objects.
       *
       * Intended to be overridden by subclasses.
       *
       * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
       * @param {WebGLShaderProgram} program The shader program from which to take uniform locations.
       * @returns {Object} A map of uniform names to uniform locations.
       */
      getUniformLocations: function (/* gl, program */) {
        // in case i do not need any special uniform i need to return an empty object
        return { };
      },

      /**
       * Send attribute data from this filter to its shader program on the GPU.
       *
       * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
       * @param {Object} attributeLocations A map of shader attribute names to their locations.
       */
      sendAttributeData: function(gl, attributeLocations, aPositionData) {
        var attributeLocation = attributeLocations.aPostion;
        var buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
        gl.enableVertexAttribArray(attributeLocation);
        gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);
        gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);
      },

      _setupFrameBuffer: function(options) {
        var gl = options.context, width, height;
        if (options.passes > 1) {
          width = options.destinationWidth;
          height = options.destinationHeight;
          if (options.sourceWidth !== width || options.sourceHeight !== height) {
            gl.deleteTexture(options.targetTexture);
            options.targetTexture = options.filterBackend.createTexture(gl, width, height);
          }
          gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,
            options.targetTexture, 0);
        }
        else {
          // draw last filter on canvas and not to framebuffer.
          gl.bindFramebuffer(gl.FRAMEBUFFER, null);
          gl.finish();
        }
      },

      _swapTextures: function(options) {
        options.passes--;
        options.pass++;
        var temp = options.targetTexture;
        options.targetTexture = options.sourceTexture;
        options.sourceTexture = temp;
      },

      /**
       * Intentionally left blank, to be overridden in custom filters
       * @param {Object} options
       **/
      isNeutralState: function(/* options */) {
        return false;
      },

      /**
       * Apply this filter to the input image data provided.
       *
       * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.
       *
       * @param {Object} options
       * @param {Number} options.passes The number of filters remaining to be executed
       * @param {Boolean} options.webgl Whether to use webgl to render the filter.
       * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
       * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
       * @param {WebGLRenderingContext} options.context The GL context used for rendering.
       * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
       */
      applyTo: function(options) {
        if (options.webgl) {
          if (options.passes > 1 && this.isNeutralState(options)) {
            // avoid doing something that we do not need
            return;
          }
          this._setupFrameBuffer(options);
          this.applyToWebGL(options);
          this._swapTextures(options);
        }
        else if (!this.isNeutralState()) {
          this.applyTo2d(options);
        }
      },

      /**
       * Retrieves the cached shader.
       * @param {Object} options
       * @param {WebGLRenderingContext} options.context The GL context used for rendering.
       * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
       */
      retrieveShader: function(options) {
        if (!options.programCache.hasOwnProperty(this.type)) {
          options.programCache[this.type] = this.createProgram(options.context);
        }
        return options.programCache[this.type];
      },

      /**
       * Apply this filter using webgl.
       *
       * @param {Object} options
       * @param {Number} options.passes The number of filters remaining to be executed
       * @param {Boolean} options.webgl Whether to use webgl to render the filter.
       * @param {WebGLTexture} options.originalTexture The texture of the original input image.
       * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
       * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
       * @param {WebGLRenderingContext} options.context The GL context used for rendering.
       * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
       */
      applyToWebGL: function(options) {
        var gl = options.context;
        var shader = this.retrieveShader(options);
        if (options.pass === 0 && options.originalTexture) {
          gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);
        }
        else {
          gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);
        }
        gl.useProgram(shader.program);
        this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);

        gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);
        gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);

        this.sendUniformData(gl, shader.uniformLocations);
        gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
      },

      bindAdditionalTexture: function(gl, texture, textureUnit) {
        gl.activeTexture(textureUnit);
        gl.bindTexture(gl.TEXTURE_2D, texture);
        // reset active texture to 0 as usual
        gl.activeTexture(gl.TEXTURE0);
      },

      unbindAdditionalTexture: function(gl, textureUnit) {
        gl.activeTexture(textureUnit);
        gl.bindTexture(gl.TEXTURE_2D, null);
        gl.activeTexture(gl.TEXTURE0);
      },

      getMainParameter: function() {
        return this[this.mainParameter];
      },

      setMainParameter: function(value) {
        this[this.mainParameter] = value;
      },

      /**
       * Send uniform data from this filter to its shader program on the GPU.
       *
       * Intended to be overridden by subclasses.
       *
       * @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
       * @param {Object} uniformLocations A map of shader uniform names to their locations.
       */
      sendUniformData: function(/* gl, uniformLocations */) {
        // Intentionally left blank.  Override me in subclasses.
      },

      /**
       * If needed by a 2d filter, this functions can create an helper canvas to be used
       * remember that options.targetCanvas is available for use till end of chain.
       */
      createHelpLayer: function(options) {
        if (!options.helpLayer) {
          var helpLayer = document.createElement('canvas');
          helpLayer.width = options.sourceWidth;
          helpLayer.height = options.sourceHeight;
          options.helpLayer = helpLayer;
        }
      },

      /**
       * Returns object representation of an instance
       * @return {Object} Object representation of an instance
       */
      toObject: function() {
        var object = { type: this.type }, mainP = this.mainParameter;
        if (mainP) {
          object[mainP] = this[mainP];
        }
        return object;
      },

      /**
       * Returns a JSON representation of an instance
       * @return {Object} JSON
       */
      toJSON: function() {
        // delegate, not alias
        return this.toObject();
      }
    });

    fabric.Image.filters.BaseFilter.fromObject = function(object, callback) {
      var filter = new fabric.Image.filters[object.type](object);
      callback && callback(filter);
      return filter;
    };

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Color Matrix filter class
       * @class fabric.Image.filters.ColorMatrix
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.ColorMatrix#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @see {@Link http://www.webwasp.co.uk/tutorials/219/Color_Matrix_Filter.php}
       * @see {@Link http://phoboslab.org/log/2013/11/fast-image-filters-with-webgl}
       * @example <caption>Kodachrome filter</caption>
       * var filter = new fabric.Image.filters.ColorMatrix({
       *  matrix: [
           1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,
           -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,
           -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,
           0, 0, 0, 1, 0
          ]
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       */
      filters.ColorMatrix = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.ColorMatrix.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'ColorMatrix',

        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'varying vec2 vTexCoord;\n' +
          'uniform mat4 uColorMatrix;\n' +
          'uniform vec4 uConstants;\n' +
          'void main() {\n' +
            'vec4 color = texture2D(uTexture, vTexCoord);\n' +
            'color *= uColorMatrix;\n' +
            'color += uConstants;\n' +
            'gl_FragColor = color;\n' +
          '}',

        /**
         * Colormatrix for pixels.
         * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning
         * outside the -1, 1 range.
         * 0.0039215686 is the part of 1 that get translated to 1 in 2d
         * @param {Array} matrix array of 20 numbers.
         * @default
         */
        matrix: [
          1, 0, 0, 0, 0,
          0, 1, 0, 0, 0,
          0, 0, 1, 0, 0,
          0, 0, 0, 1, 0
        ],

        mainParameter: 'matrix',

        /**
         * Lock the colormatrix on the color part, skipping alpha, manly for non webgl scenario
         * to save some calculation
         */
        colorsOnly: true,

        /**
         * Constructor
         * @param {Object} [options] Options object
         */
        initialize: function(options) {
          this.callSuper('initialize', options);
          // create a new array instead mutating the prototype with push
          this.matrix = this.matrix.slice(0);
        },

        /**
         * Intentionally left blank, to be overridden in custom filters
         * @param {Object} options
         **/
        isNeutralState: function(/* options */) {
          var _class = filters.ColorMatrix;
          for (var i = 20; i--;) {
            if (this.matrix[i] !== _class.prototype.matrix[i]) {
              return false;
            }
          }
          return true;
        },

        /**
         * Apply the ColorMatrix operation to a Uint8Array representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8Array to be filtered.
         */
        applyTo2d: function(options) {
          var imageData = options.imageData,
              data = imageData.data,
              iLen = data.length,
              m = this.matrix,
              r, g, b, a, i, colorsOnly = this.colorsOnly;

          for (i = 0; i < iLen; i += 4) {
            r = data[i];
            g = data[i + 1];
            b = data[i + 2];
            Eif (colorsOnly) {
              data[i] = r * m[0] + g * m[1] + b * m[2] + m[4] * 255;
              data[i + 1] = r * m[5] + g * m[6] + b * m[7] + m[9] * 255;
              data[i + 2] = r * m[10] + g * m[11] + b * m[12] + m[14] * 255;
            }
            else {
              a = data[i + 3];
              data[i] = r * m[0] + g * m[1] + b * m[2] + a * m[3] + m[4] * 255;
              data[i + 1] = r * m[5] + g * m[6] + b * m[7] + a * m[8] + m[9] * 255;
              data[i + 2] = r * m[10] + g * m[11] + b * m[12] + a * m[13] + m[14] * 255;
              data[i + 3] = r * m[15] + g * m[16] + b * m[17] + a * m[18] + m[19] * 255;
            }
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uColorMatrix: gl.getUniformLocation(program, 'uColorMatrix'),
            uConstants: gl.getUniformLocation(program, 'uConstants'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          var m = this.matrix,
              matrix = [
                m[0], m[1], m[2], m[3],
                m[5], m[6], m[7], m[8],
                m[10], m[11], m[12], m[13],
                m[15], m[16], m[17], m[18]
              ],
              constants = [m[4], m[9], m[14], m[19]];
          gl.uniformMatrix4fv(uniformLocations.uColorMatrix, false, matrix);
          gl.uniform4fv(uniformLocations.uConstants, constants);
        },
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] function to invoke after filter creation
       * @return {fabric.Image.filters.ColorMatrix} Instance of fabric.Image.filters.ColorMatrix
       */
      fabric.Image.filters.ColorMatrix.fromObject = fabric.Image.filters.BaseFilter.fromObject;
    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Brightness filter class
       * @class fabric.Image.filters.Brightness
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.Brightness#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Brightness({
       *   brightness: 200
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       */
      filters.Brightness = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Brightness.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Brightness',

        /**
         * Fragment source for the brightness program
         */
        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform float uBrightness;\n' +
          'varying vec2 vTexCoord;\n' +
          'void main() {\n' +
            'vec4 color = texture2D(uTexture, vTexCoord);\n' +
            'color.rgb += uBrightness;\n' +
            'gl_FragColor = color;\n' +
          '}',

        /**
         * Brightness value, from -1 to 1.
         * translated to -255 to 255 for 2d
         * 0.0039215686 is the part of 1 that get translated to 1 in 2d
         * @param {Number} brightness
         * @default
         */
        brightness: 0,

        /**
         * Describe the property that is the filter parameter
         * @param {String} m
         * @default
         */
        mainParameter: 'brightness',

        /**
        * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.
        *
        * @param {Object} options
        * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
        */
        applyTo2d: function(options) {
          Iif (this.brightness === 0) {
            return;
          }
          var imageData = options.imageData,
              data = imageData.data, i, len = data.length,
              brightness = Math.round(this.brightness * 255);
          for (i = 0; i < len; i += 4) {
            data[i] = data[i] + brightness;
            data[i + 1] = data[i + 1] + brightness;
            data[i + 2] = data[i + 2] + brightness;
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uBrightness: gl.getUniformLocation(program, 'uBrightness'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          gl.uniform1f(uniformLocations.uBrightness, this.brightness);
        },
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Brightness} Instance of fabric.Image.filters.Brightness
       */
      fabric.Image.filters.Brightness.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend,
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Adapted from <a href="http://www.html5rocks.com/en/tutorials/canvas/imagefilters/">html5rocks article</a>
       * @class fabric.Image.filters.Convolute
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.Convolute#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example <caption>Sharpen filter</caption>
       * var filter = new fabric.Image.filters.Convolute({
       *   matrix: [ 0, -1,  0,
       *            -1,  5, -1,
       *             0, -1,  0 ]
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       * canvas.renderAll();
       * @example <caption>Blur filter</caption>
       * var filter = new fabric.Image.filters.Convolute({
       *   matrix: [ 1/9, 1/9, 1/9,
       *             1/9, 1/9, 1/9,
       *             1/9, 1/9, 1/9 ]
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       * canvas.renderAll();
       * @example <caption>Emboss filter</caption>
       * var filter = new fabric.Image.filters.Convolute({
       *   matrix: [ 1,   1,  1,
       *             1, 0.7, -1,
       *            -1,  -1, -1 ]
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       * canvas.renderAll();
       * @example <caption>Emboss filter with opaqueness</caption>
       * var filter = new fabric.Image.filters.Convolute({
       *   opaque: true,
       *   matrix: [ 1,   1,  1,
       *             1, 0.7, -1,
       *            -1,  -1, -1 ]
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       * canvas.renderAll();
       */
      filters.Convolute = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Convolute.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Convolute',

        /*
         * Opaque value (true/false)
         */
        opaque: false,

        /*
         * matrix for the filter, max 9x9
         */
        matrix: [0, 0, 0, 0, 1, 0, 0, 0, 0],

        /**
         * Fragment source for the brightness program
         */
        fragmentSource: {
          Convolute_3_1: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform float uMatrix[9];\n' +
            'uniform float uStepW;\n' +
            'uniform float uStepH;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = vec4(0, 0, 0, 0);\n' +
              'for (float h = 0.0; h < 3.0; h+=1.0) {\n' +
                'for (float w = 0.0; w < 3.0; w+=1.0) {\n' +
                  'vec2 matrixPos = vec2(uStepW * (w - 1), uStepH * (h - 1));\n' +
                  'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 3.0 + w)];\n' +
                '}\n' +
              '}\n' +
              'gl_FragColor = color;\n' +
            '}',
          Convolute_3_0: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform float uMatrix[9];\n' +
            'uniform float uStepW;\n' +
            'uniform float uStepH;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = vec4(0, 0, 0, 1);\n' +
              'for (float h = 0.0; h < 3.0; h+=1.0) {\n' +
                'for (float w = 0.0; w < 3.0; w+=1.0) {\n' +
                  'vec2 matrixPos = vec2(uStepW * (w - 1.0), uStepH * (h - 1.0));\n' +
                  'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 3.0 + w)];\n' +
                '}\n' +
              '}\n' +
              'float alpha = texture2D(uTexture, vTexCoord).a;\n' +
              'gl_FragColor = color;\n' +
              'gl_FragColor.a = alpha;\n' +
            '}',
          Convolute_5_1: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform float uMatrix[25];\n' +
            'uniform float uStepW;\n' +
            'uniform float uStepH;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = vec4(0, 0, 0, 0);\n' +
              'for (float h = 0.0; h < 5.0; h+=1.0) {\n' +
                'for (float w = 0.0; w < 5.0; w+=1.0) {\n' +
                  'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\n' +
                  'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 5.0 + w)];\n' +
                '}\n' +
              '}\n' +
              'gl_FragColor = color;\n' +
            '}',
          Convolute_5_0: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform float uMatrix[25];\n' +
            'uniform float uStepW;\n' +
            'uniform float uStepH;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = vec4(0, 0, 0, 1);\n' +
              'for (float h = 0.0; h < 5.0; h+=1.0) {\n' +
                'for (float w = 0.0; w < 5.0; w+=1.0) {\n' +
                  'vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));\n' +
                  'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 5.0 + w)];\n' +
                '}\n' +
              '}\n' +
              'float alpha = texture2D(uTexture, vTexCoord).a;\n' +
              'gl_FragColor = color;\n' +
              'gl_FragColor.a = alpha;\n' +
            '}',
          Convolute_7_1: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform float uMatrix[49];\n' +
            'uniform float uStepW;\n' +
            'uniform float uStepH;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = vec4(0, 0, 0, 0);\n' +
              'for (float h = 0.0; h < 7.0; h+=1.0) {\n' +
                'for (float w = 0.0; w < 7.0; w+=1.0) {\n' +
                  'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\n' +
                  'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 7.0 + w)];\n' +
                '}\n' +
              '}\n' +
              'gl_FragColor = color;\n' +
            '}',
          Convolute_7_0: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform float uMatrix[49];\n' +
            'uniform float uStepW;\n' +
            'uniform float uStepH;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = vec4(0, 0, 0, 1);\n' +
              'for (float h = 0.0; h < 7.0; h+=1.0) {\n' +
                'for (float w = 0.0; w < 7.0; w+=1.0) {\n' +
                  'vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));\n' +
                  'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 7.0 + w)];\n' +
                '}\n' +
              '}\n' +
              'float alpha = texture2D(uTexture, vTexCoord).a;\n' +
              'gl_FragColor = color;\n' +
              'gl_FragColor.a = alpha;\n' +
            '}',
          Convolute_9_1: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform float uMatrix[81];\n' +
            'uniform float uStepW;\n' +
            'uniform float uStepH;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = vec4(0, 0, 0, 0);\n' +
              'for (float h = 0.0; h < 9.0; h+=1.0) {\n' +
                'for (float w = 0.0; w < 9.0; w+=1.0) {\n' +
                  'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\n' +
                  'color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 9.0 + w)];\n' +
                '}\n' +
              '}\n' +
              'gl_FragColor = color;\n' +
            '}',
          Convolute_9_0: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform float uMatrix[81];\n' +
            'uniform float uStepW;\n' +
            'uniform float uStepH;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = vec4(0, 0, 0, 1);\n' +
              'for (float h = 0.0; h < 9.0; h+=1.0) {\n' +
                'for (float w = 0.0; w < 9.0; w+=1.0) {\n' +
                  'vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));\n' +
                  'color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 9.0 + w)];\n' +
                '}\n' +
              '}\n' +
              'float alpha = texture2D(uTexture, vTexCoord).a;\n' +
              'gl_FragColor = color;\n' +
              'gl_FragColor.a = alpha;\n' +
            '}',
        },

        /**
         * Constructor
         * @memberOf fabric.Image.filters.Convolute.prototype
         * @param {Object} [options] Options object
         * @param {Boolean} [options.opaque=false] Opaque value (true/false)
         * @param {Array} [options.matrix] Filter matrix
         */

        /**
        * Retrieves the cached shader.
        * @param {Object} options
        * @param {WebGLRenderingContext} options.context The GL context used for rendering.
        * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
        */
        retrieveShader: function(options) {
          var size = Math.sqrt(this.matrix.length);
          var cacheKey = this.type + '_' + size + '_' + (this.opaque ? 1 : 0);
          var shaderSource = this.fragmentSource[cacheKey];
          if (!options.programCache.hasOwnProperty(cacheKey)) {
            options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);
          }
          return options.programCache[cacheKey];
        },

        /**
         * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
         */
        applyTo2d: function(options) {
          var imageData = options.imageData,
              data = imageData.data,
              weights = this.matrix,
              side = Math.round(Math.sqrt(weights.length)),
              halfSide = Math.floor(side / 2),
              sw = imageData.width,
              sh = imageData.height,
              output = options.ctx.createImageData(sw, sh),
              dst = output.data,
              // go through the destination image pixels
              alphaFac = this.opaque ? 1 : 0,
              r, g, b, a, dstOff,
              scx, scy, srcOff, wt,
              x, y, cx, cy;

          for (y = 0; y < sh; y++) {
            for (x = 0; x < sw; x++) {
              dstOff = (y * sw + x) * 4;
              // calculate the weighed sum of the source image pixels that
              // fall under the convolution matrix
              r = 0; g = 0; b = 0; a = 0;

              for (cy = 0; cy < side; cy++) {
                for (cx = 0; cx < side; cx++) {
                  scy = y + cy - halfSide;
                  scx = x + cx - halfSide;

                  // eslint-disable-next-line max-depth
                  if (scy < 0 || scy > sh || scx < 0 || scx > sw) {
                    continue;
                  }

                  srcOff = (scy * sw + scx) * 4;
                  wt = weights[cy * side + cx];

                  r += data[srcOff] * wt;
                  g += data[srcOff + 1] * wt;
                  b += data[srcOff + 2] * wt;
                  // eslint-disable-next-line max-depth
                  if (!alphaFac) {
                    a += data[srcOff + 3] * wt;
                  }
                }
              }
              dst[dstOff] = r;
              dst[dstOff + 1] = g;
              dst[dstOff + 2] = b;
              if (!alphaFac) {
                dst[dstOff + 3] = a;
              }
              else {
                dst[dstOff + 3] = data[dstOff + 3];
              }
            }
          }
          options.imageData = output;
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uMatrix: gl.getUniformLocation(program, 'uMatrix'),
            uOpaque: gl.getUniformLocation(program, 'uOpaque'),
            uHalfSize: gl.getUniformLocation(program, 'uHalfSize'),
            uSize: gl.getUniformLocation(program, 'uSize'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          gl.uniform1fv(uniformLocations.uMatrix, this.matrix);
        },

        /**
         * Returns object representation of an instance
         * @return {Object} Object representation of an instance
         */
        toObject: function() {
          return extend(this.callSuper('toObject'), {
            opaque: this.opaque,
            matrix: this.matrix
          });
        }
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Convolute} Instance of fabric.Image.filters.Convolute
       */
      fabric.Image.filters.Convolute.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Grayscale image filter class
       * @class fabric.Image.filters.Grayscale
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Grayscale();
       * object.filters.push(filter);
       * object.applyFilters();
       */
      filters.Grayscale = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Grayscale.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Grayscale',

        fragmentSource: {
          average: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = texture2D(uTexture, vTexCoord);\n' +
              'float average = (color.r + color.b + color.g) / 3.0;\n' +
              'gl_FragColor = vec4(average, average, average, color.a);\n' +
            '}',
          lightness: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform int uMode;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 col = texture2D(uTexture, vTexCoord);\n' +
              'float average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\n' +
              'gl_FragColor = vec4(average, average, average, col.a);\n' +
            '}',
          luminosity: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform int uMode;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 col = texture2D(uTexture, vTexCoord);\n' +
              'float average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\n' +
              'gl_FragColor = vec4(average, average, average, col.a);\n' +
            '}',
        },

        /**
         * Grayscale mode, between 'average', 'lightness', 'luminosity'
         * @param {String} type
         * @default
         */
        mode: 'average',

        mainParameter: 'mode',

        /**
         * Apply the Grayscale operation to a Uint8Array representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8Array to be filtered.
         */
        applyTo2d: function(options) {
          var imageData = options.imageData,
              data = imageData.data, i,
              len = data.length, value,
              mode = this.mode;
          for (i = 0; i < len; i += 4) {
            if (mode === 'average') {
              value = (data[i] + data[i + 1] + data[i + 2]) / 3;
            }
            else if (mode === 'lightness') {
              value = (Math.min(data[i], data[i + 1], data[i + 2]) +
                Math.max(data[i], data[i + 1], data[i + 2])) / 2;
            }
            else Eif (mode === 'luminosity') {
              value = 0.21 * data[i] + 0.72 * data[i + 1] + 0.07 * data[i + 2];
            }
            data[i] = value;
            data[i + 1] = value;
            data[i + 2] = value;
          }
        },

        /**
         * Retrieves the cached shader.
         * @param {Object} options
         * @param {WebGLRenderingContext} options.context The GL context used for rendering.
         * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
         */
        retrieveShader: function(options) {
          var cacheKey = this.type + '_' + this.mode;
          if (!options.programCache.hasOwnProperty(cacheKey)) {
            var shaderSource = this.fragmentSource[this.mode];
            options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);
          }
          return options.programCache[cacheKey];
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uMode: gl.getUniformLocation(program, 'uMode'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          // default average mode.
          var mode = 1;
          gl.uniform1i(uniformLocations.uMode, mode);
        },
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Grayscale} Instance of fabric.Image.filters.Grayscale
       */
      fabric.Image.filters.Grayscale.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Invert filter class
       * @class fabric.Image.filters.Invert
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Invert();
       * object.filters.push(filter);
       * object.applyFilters(canvas.renderAll.bind(canvas));
       */
      filters.Invert = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Invert.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Invert',

        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform int uInvert;\n' +
          'varying vec2 vTexCoord;\n' +
          'void main() {\n' +
            'vec4 color = texture2D(uTexture, vTexCoord);\n' +
            'if (uInvert == 1) {\n' +
              'gl_FragColor = vec4(1.0 - color.r,1.0 -color.g,1.0 -color.b,color.a);\n' +
            '} else {\n' +
              'gl_FragColor = color;\n' +
            '}\n' +
          '}',

        /**
         * Filter invert. if false, does nothing
         * @param {Boolean} invert
         * @default
         */
        invert: true,

        mainParameter: 'invert',

        /**
         * Apply the Invert operation to a Uint8Array representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8Array to be filtered.
         */
        applyTo2d: function(options) {
          Iif (!this.invert) {
            return;
          }
          var imageData = options.imageData,
              data = imageData.data, i,
              len = data.length;
          for (i = 0; i < len; i += 4) {
            data[i] = 255 - data[i];
            data[i + 1] = 255 - data[i + 1];
            data[i + 2] = 255 - data[i + 2];
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uInvert: gl.getUniformLocation(program, 'uInvert'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          gl.uniform1i(uniformLocations.uInvert, this.invert);
        },
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Invert} Instance of fabric.Image.filters.Invert
       */
      fabric.Image.filters.Invert.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend,
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Noise filter class
       * @class fabric.Image.filters.Noise
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.Noise#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Noise({
       *   noise: 700
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       * canvas.renderAll();
       */
      filters.Noise = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Noise.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Noise',

        /**
         * Fragment source for the noise program
         */
        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform float uStepH;\n' +
          'uniform float uNoise;\n' +
          'uniform float uSeed;\n' +
          'varying vec2 vTexCoord;\n' +
          'float rand(vec2 co, float seed, float vScale) {\n' +
            'return fract(sin(dot(co.xy * vScale ,vec2(12.9898 , 78.233))) * 43758.5453 * (seed + 0.01) / 2.0);\n' +
          '}\n' +
          'void main() {\n' +
            'vec4 color = texture2D(uTexture, vTexCoord);\n' +
            'color.rgb += (0.5 - rand(vTexCoord, uSeed, 0.1 / uStepH)) * uNoise;\n' +
            'gl_FragColor = color;\n' +
          '}',

        /**
         * Describe the property that is the filter parameter
         * @param {String} m
         * @default
         */
        mainParameter: 'noise',

        /**
         * Noise value, from
         * @param {Number} noise
         * @default
         */
        noise: 0,

        /**
         * Apply the Brightness operation to a Uint8ClampedArray representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
         */
        applyTo2d: function(options) {
          if (this.noise === 0) {
            return;
          }
          var imageData = options.imageData,
              data = imageData.data, i, len = data.length,
              noise = this.noise, rand;

          for (i = 0, len = data.length; i < len; i += 4) {

            rand = (0.5 - Math.random()) * noise;

            data[i] += rand;
            data[i + 1] += rand;
            data[i + 2] += rand;
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uNoise: gl.getUniformLocation(program, 'uNoise'),
            uSeed: gl.getUniformLocation(program, 'uSeed'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          gl.uniform1f(uniformLocations.uNoise, this.noise / 255);
          gl.uniform1f(uniformLocations.uSeed, Math.random());
        },

        /**
         * Returns object representation of an instance
         * @return {Object} Object representation of an instance
         */
        toObject: function() {
          return extend(this.callSuper('toObject'), {
            noise: this.noise
          });
        }
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Noise} Instance of fabric.Image.filters.Noise
       */
      fabric.Image.filters.Noise.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Pixelate filter class
       * @class fabric.Image.filters.Pixelate
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.Pixelate#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Pixelate({
       *   blocksize: 8
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       */
      filters.Pixelate = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Pixelate.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Pixelate',

        blocksize: 4,

        mainParameter: 'blocksize',

        /**
         * Fragment source for the Pixelate program
         */
        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform float uBlocksize;\n' +
          'uniform float uStepW;\n' +
          'uniform float uStepH;\n' +
          'varying vec2 vTexCoord;\n' +
          'void main() {\n' +
            'float blockW = uBlocksize * uStepW;\n' +
            'float blockH = uBlocksize * uStepW;\n' +
            'int posX = int(vTexCoord.x / blockW);\n' +
            'int posY = int(vTexCoord.y / blockH);\n' +
            'float fposX = float(posX);\n' +
            'float fposY = float(posY);\n' +
            'vec2 squareCoords = vec2(fposX * blockW, fposY * blockH);\n' +
            'vec4 color = texture2D(uTexture, squareCoords);\n' +
            'gl_FragColor = color;\n' +
          '}',

        /**
         * Apply the Pixelate operation to a Uint8ClampedArray representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
         */
        applyTo2d: function(options) {
          Iif (this.blocksize === 1) {
            return;
          }
          var imageData = options.imageData,
              data = imageData.data,
              iLen = imageData.height,
              jLen = imageData.width,
              index, i, j, r, g, b, a,
              _i, _j, _iLen, _jLen;

          for (i = 0; i < iLen; i += this.blocksize) {
            for (j = 0; j < jLen; j += this.blocksize) {

              index = (i * 4) * jLen + (j * 4);

              r = data[index];
              g = data[index + 1];
              b = data[index + 2];
              a = data[index + 3];

              _iLen = Math.min(i + this.blocksize, iLen);
              _jLen = Math.min(j + this.blocksize, jLen);
              for (_i = i; _i < _iLen; _i++) {
                for (_j = j; _j < _jLen; _j++) {
                  index = (_i * 4) * jLen + (_j * 4);
                  data[index] = r;
                  data[index + 1] = g;
                  data[index + 2] = b;
                  data[index + 3] = a;
                }
              }
            }
          }
        },

        /**
         * Indicate when the filter is not gonna apply changes to the image
         **/
        isNeutralState: function() {
          return this.blocksize === 1;
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uBlocksize: gl.getUniformLocation(program, 'uBlocksize'),
            uStepW: gl.getUniformLocation(program, 'uStepW'),
            uStepH: gl.getUniformLocation(program, 'uStepH'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          gl.uniform1f(uniformLocations.uBlocksize, this.blocksize);
        },
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Pixelate} Instance of fabric.Image.filters.Pixelate
       */
      fabric.Image.filters.Pixelate.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          extend = fabric.util.object.extend,
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Remove white filter class
       * @class fabric.Image.filters.RemoveColor
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.RemoveColor#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.RemoveColor({
       *   threshold: 0.2,
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       * canvas.renderAll();
       */
      filters.RemoveColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.RemoveColor.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'RemoveColor',

        /**
         * Color to remove, in any format understood by fabric.Color.
         * @param {String} type
         * @default
         */
        color: '#FFFFFF',

        /**
         * Fragment source for the brightness program
         */
        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform vec4 uLow;\n' +
          'uniform vec4 uHigh;\n' +
          'varying vec2 vTexCoord;\n' +
          'void main() {\n' +
            'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
            'if(all(greaterThan(gl_FragColor.rgb,uLow.rgb)) && all(greaterThan(uHigh.rgb,gl_FragColor.rgb))) {\n' +
              'gl_FragColor.a = 0.0;\n' +
            '}\n' +
          '}',

        /**
         * distance to actual color, as value up or down from each r,g,b
         * between 0 and 1
         **/
        distance: 0.02,

        /**
         * For color to remove inside distance, use alpha channel for a smoother deletion
         * NOT IMPLEMENTED YET
         **/
        useAlpha: false,

        /**
         * Constructor
         * @memberOf fabric.Image.filters.RemoveWhite.prototype
         * @param {Object} [options] Options object
         * @param {Number} [options.color=#RRGGBB] Threshold value
         * @param {Number} [options.distance=10] Distance value
         */

        /**
         * Applies filter to canvas element
         * @param {Object} canvasEl Canvas element to apply filter to
         */
        applyTo2d: function(options) {
          var imageData = options.imageData,
              data = imageData.data, i,
              distance = this.distance * 255,
              r, g, b,
              source = new fabric.Color(this.color).getSource(),
              lowC = [
                source[0] - distance,
                source[1] - distance,
                source[2] - distance,
              ],
              highC = [
                source[0] + distance,
                source[1] + distance,
                source[2] + distance,
              ];

          for (i = 0; i < data.length; i += 4) {
            r = data[i];
            g = data[i + 1];
            b = data[i + 2];

            if (r > lowC[0] &&
                g > lowC[1] &&
                b > lowC[2] &&
                r < highC[0] &&
                g < highC[1] &&
                b < highC[2]) {
              data[i + 3] = 0;
            }
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uLow: gl.getUniformLocation(program, 'uLow'),
            uHigh: gl.getUniformLocation(program, 'uHigh'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          var source = new fabric.Color(this.color).getSource(),
              distance = parseFloat(this.distance),
              lowC = [
                0 + source[0] / 255 - distance,
                0 + source[1] / 255 - distance,
                0 + source[2] / 255 - distance,
                1
              ],
              highC = [
                source[0] / 255 + distance,
                source[1] / 255 + distance,
                source[2] / 255 + distance,
                1
              ];
          gl.uniform4fv(uniformLocations.uLow, lowC);
          gl.uniform4fv(uniformLocations.uHigh, highC);
        },

        /**
         * Returns object representation of an instance
         * @return {Object} Object representation of an instance
         */
        toObject: function() {
          return extend(this.callSuper('toObject'), {
            color: this.color,
            distance: this.distance
          });
        }
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.RemoveColor} Instance of fabric.Image.filters.RemoveWhite
       */
      fabric.Image.filters.RemoveColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      var matrices = {
        Brownie: [
          0.59970,0.34553,-0.27082,0,0.186,
          -0.03770,0.86095,0.15059,0,-0.1449,
          0.24113,-0.07441,0.44972,0,-0.02965,
          0,0,0,1,0
        ],
        Vintage: [
          0.62793,0.32021,-0.03965,0,0.03784,
          0.02578,0.64411,0.03259,0,0.02926,
          0.04660,-0.08512,0.52416,0,0.02023,
          0,0,0,1,0
        ],
        Kodachrome: [
          1.12855,-0.39673,-0.03992,0,0.24991,
          -0.16404,1.08352,-0.05498,0,0.09698,
          -0.16786,-0.56034,1.60148,0,0.13972,
          0,0,0,1,0
        ],
        Technicolor: [
          1.91252,-0.85453,-0.09155,0,0.04624,
          -0.30878,1.76589,-0.10601,0,-0.27589,
          -0.23110,-0.75018,1.84759,0,0.12137,
          0,0,0,1,0
        ],
        Polaroid: [
          1.438,-0.062,-0.062,0,0,
          -0.122,1.378,-0.122,0,0,
          -0.016,-0.016,1.483,0,0,
          0,0,0,1,0
        ],
        Sepia: [
          0.393, 0.769, 0.189, 0, 0,
          0.349, 0.686, 0.168, 0, 0,
          0.272, 0.534, 0.131, 0, 0,
          0, 0, 0, 1, 0
        ],
        BlackWhite: [
          1.5, 1.5, 1.5, 0, -1,
          1.5, 1.5, 1.5, 0, -1,
          1.5, 1.5, 1.5, 0, -1,
          0, 0, 0, 1, 0,
        ]
      };

      for (var key in matrices) {
        filters[key] = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.Sepia.prototype */ {

          /**
           * Filter type
           * @param {String} type
           * @default
           */
          type: key,

          /**
           * Colormatrix for the effect
           * array of 20 floats. Numbers in positions 4, 9, 14, 19 loose meaning
           * outside the -1, 1 range.
           * @param {Array} matrix array of 20 numbers.
           * @default
           */
          matrix: matrices[key],

          /**
           * Lock the matrix export for this kind of static, parameter less filters.
           */
          mainParameter: false,
          /**
           * Lock the colormatrix on the color part, skipping alpha
           */
          colorsOnly: true,

        });
        fabric.Image.filters[key].fromObject = fabric.Image.filters.BaseFilter.fromObject;
      }
    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {
      'use strict';

      var fabric = global.fabric,
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Color Blend filter class
       * @class fabric.Image.filter.BlendColor
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @example
       * var filter = new fabric.Image.filters.BlendColor({
       *  color: '#000',
       *  mode: 'multiply'
       * });
       *
       * var filter = new fabric.Image.filters.BlendImage({
       *  image: fabricImageObject,
       *  mode: 'multiply',
       *  alpha: 0.5
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       * canvas.renderAll();
       */

      filters.BlendColor = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blend.prototype */ {
        type: 'BlendColor',

        /**
         * Color to make the blend operation with. default to a reddish color since black or white
         * gives always strong result.
         **/
        color: '#F95C63',

        /**
         * Blend mode for the filter: one of multiply, add, diff, screen, subtract,
         * darken, lighten, overlay, exclusion, tint.
         **/
        mode: 'multiply',

        /**
         * alpha value. represent the strength of the blend color operation.
         **/
        alpha: 1,

        /**
         * Fragment source for the Multiply program
         */
        fragmentSource: {
          multiply: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = texture2D(uTexture, vTexCoord);\n' +
              'color.rgb *= uColor.rgb;\n' +
              'gl_FragColor = color;\n' +
            '}',
          screen: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'vec4 color = texture2D(uTexture, vTexCoord);\n' +
              'color.rgb = 1.0 - (1.0 - color.rgb) * (1.0 - uColor.rgb);\n' +
              'gl_FragColor = color;\n' +
            '}',
          add: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
              'gl_FragColor.rgb += uColor.rgb;\n' +
            '}',
          diff: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
              'gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\n' +
          '}',
          subtract: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
              'gl_FragColor.rgb -= uColor.rgb;\n' +
            '}',
          lighten: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
              'gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\n' +
            '}',
          darken: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
              'gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\n' +
            '}',
          exclusion: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
              'gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\n' +
            '}',
          overlay: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
              'if (uColor.r < 0.5) {\n' +
                'gl_FragColor.r *= 2.0 * uColor.r;\n' +
              '} else {\n' +
                'gl_FragColor.r = 1.0 - 2.0 * (1.0 - gl_FragColor.r) * (1.0 - uColor.r);\n' +
              '}\n' +
              'if (uColor.g < 0.5) {\n' +
                'gl_FragColor.g *= 2.0 * uColor.g;\n' +
              '} else {\n' +
                'gl_FragColor.g = 1.0 - 2.0 * (1.0 - gl_FragColor.g) * (1.0 - uColor.g);\n' +
              '}\n' +
              'if (uColor.b < 0.5) {\n' +
                'gl_FragColor.b *= 2.0 * uColor.b;\n' +
              '} else {\n' +
                'gl_FragColor.b = 1.0 - 2.0 * (1.0 - gl_FragColor.b) * (1.0 - uColor.b);\n' +
              '}\n' +
            '}',
          tint: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'void main() {\n' +
              'gl_FragColor = texture2D(uTexture, vTexCoord);\n' +
              'gl_FragColor.rgb *= (1.0 - uColor.a);\n' +
              'gl_FragColor.rgb += uColor.rgb;\n' +
            '}'
        },

        /**
         * Retrieves the cached shader.
         * @param {Object} options
         * @param {WebGLRenderingContext} options.context The GL context used for rendering.
         * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
         */
        retrieveShader: function(options) {
          var cacheKey = this.type + '_' + this.mode;
          var shaderSource = this.fragmentSource[this.mode];
          if (!options.programCache.hasOwnProperty(cacheKey)) {
            options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);
          }
          return options.programCache[cacheKey];
        },

        /**
         * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
         */
        applyTo2d: function(options) {
          var imageData = options.imageData,
              data = imageData.data, iLen = data.length,
              tr, tg, tb,
              r, g, b,
              source, alpha1 = 1 - this.alpha;

          source = new fabric.Color(this.color).getSource();
          tr = source[0] * this.alpha;
          tg = source[1] * this.alpha;
          tb = source[2] * this.alpha;

          for (var i = 0; i < iLen; i += 4) {

            r = data[i];
            g = data[i + 1];
            b = data[i + 2];

            switch (this.mode) {
              case 'multiply':
                data[i] = r * tr / 255;
                data[i + 1] = g * tg / 255;
                data[i + 2] = b * tb / 255;
                break;
              case 'screen':
                data[i] = 255 - (255 - r) * (255 - tr) / 255;
                data[i + 1] = 255 - (255 - g) * (255 - tg) / 255;
                data[i + 2] = 255 - (255 - b) * (255 - tb) / 255;
                break;
              case 'add':
                data[i] = r + tr;
                data[i + 1] = g + tg;
                data[i + 2] = b + tb;
                break;
              case 'diff':
              case 'difference':
                data[i] = Math.abs(r - tr);
                data[i + 1] = Math.abs(g - tg);
                data[i + 2] = Math.abs(b - tb);
                break;
              case 'subtract':
                data[i] = r - tr;
                data[i + 1] = g - tg;
                data[i + 2] = b - tb;
                break;
              case 'darken':
                data[i] = Math.min(r, tr);
                data[i + 1] = Math.min(g, tg);
                data[i + 2] = Math.min(b, tb);
                break;
              case 'lighten':
                data[i] = Math.max(r, tr);
                data[i + 1] = Math.max(g, tg);
                data[i + 2] = Math.max(b, tb);
                break;
              case 'overlay':
                data[i] = tr < 128 ? (2 * r * tr / 255) : (255 - 2 * (255 - r) * (255 - tr) / 255);
                data[i + 1] = tg < 128 ? (2 * g * tg / 255) : (255 - 2 * (255 - g) * (255 - tg) / 255);
                data[i + 2] = tb < 128 ? (2 * b * tb / 255) : (255 - 2 * (255 - b) * (255 - tb) / 255);
                break;
              case 'exclusion':
                data[i] = tr + r - ((2 * tr * r) / 255);
                data[i + 1] = tg + g - ((2 * tg * g) / 255);
                data[i + 2] = tb + b - ((2 * tb * b) / 255);
                break;
              case 'tint':
                data[i] = tr + r * alpha1;
                data[i + 1] = tg + g * alpha1;
                data[i + 2] = tb + b * alpha1;
            }
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uColor: gl.getUniformLocation(program, 'uColor'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          var source = new fabric.Color(this.color).getSource();
          source[0] = this.alpha * source[0] / 255;
          source[1] = this.alpha * source[1] / 255;
          source[2] = this.alpha * source[2] / 255;
          source[3] = this.alpha;
          gl.uniform4fv(uniformLocations.uColor, source);
        },

        /**
         * Returns object representation of an instance
         * @return {Object} Object representation of an instance
         */
        toObject: function() {
          return {
            type: this.type,
            color: this.color,
            mode: this.mode,
            alpha: this.alpha
          };
        }
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.BlendColor} Instance of fabric.Image.filters.BlendColor
       */
      fabric.Image.filters.BlendColor.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {
      'use strict';

      var fabric = global.fabric,
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Image Blend filter class
       * @class fabric.Image.filter.BlendImage
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @example
       * var filter = new fabric.Image.filters.BlendColor({
       *  color: '#000',
       *  mode: 'multiply'
       * });
       *
       * var filter = new fabric.Image.filters.BlendImage({
       *  image: fabricImageObject,
       *  mode: 'multiply',
       *  alpha: 0.5
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       * canvas.renderAll();
       */

      filters.BlendImage = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.BlendImage.prototype */ {
        type: 'BlendImage',

        /**
         * Color to make the blend operation with. default to a reddish color since black or white
         * gives always strong result.
         **/
        image: null,

        /**
         * Blend mode for the filter: one of multiply, add, diff, screen, subtract,
         * darken, lighten, overlay, exclusion, tint.
         **/
        mode: 'multiply',

        /**
         * alpha value. represent the strength of the blend color operation.
         **/
        alpha: 1,

        vertexSource: 'attribute vec2 aPosition;\n' +
          'attribute vec2 aTexCoord;\n' +
          'varying vec2 vTexCoord;\n' +
          'varying vec2 vTexCoord2;\n' +
          'uniform mat3 uTransformMatrix;\n' +
          'void main() {\n' +
            'vTexCoord = aTexCoord;\n' +
            'vTexCoord2 = (uTransformMatrix * vec3(aTexCoord, 1.0)).xy;\n' +
            'gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\n' +
          '}',

        /**
         * Fragment source for the Multiply program
         */
        fragmentSource: {
          multiply: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform sampler2D uImage;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'varying vec2 vTexCoord2;\n' +
            'void main() {\n' +
              'vec4 color = texture2D(uTexture, vTexCoord);\n' +
              'vec4 color2 = texture2D(uImage, vTexCoord2);\n' +
              'color.rgba *= color2.rgba;\n' +
              'gl_FragColor = color;\n' +
            '}',
          mask: 'precision highp float;\n' +
            'uniform sampler2D uTexture;\n' +
            'uniform sampler2D uImage;\n' +
            'uniform vec4 uColor;\n' +
            'varying vec2 vTexCoord;\n' +
            'varying vec2 vTexCoord2;\n' +
            'void main() {\n' +
              'vec4 color = texture2D(uTexture, vTexCoord);\n' +
              'vec4 color2 = texture2D(uImage, vTexCoord2);\n' +
              'color.a = color2.a;\n' +
              'gl_FragColor = color;\n' +
            '}',
        },

        /**
         * Retrieves the cached shader.
         * @param {Object} options
         * @param {WebGLRenderingContext} options.context The GL context used for rendering.
         * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
         */
        retrieveShader: function(options) {
          var cacheKey = this.type + '_' + this.mode;
          var shaderSource = this.fragmentSource[this.mode];
          if (!options.programCache.hasOwnProperty(cacheKey)) {
            options.programCache[cacheKey] = this.createProgram(options.context, shaderSource);
          }
          return options.programCache[cacheKey];
        },

        applyToWebGL: function(options) {
          // load texture to blend.
          var gl = options.context,
              texture = this.createTexture(options.filterBackend, this.image);
          this.bindAdditionalTexture(gl, texture, gl.TEXTURE1);
          this.callSuper('applyToWebGL', options);
          this.unbindAdditionalTexture(gl, gl.TEXTURE1);
        },

        createTexture: function(backend, image) {
          return backend.getCachedTexture(image.cacheKey, image._element);
        },

        /**
         * Calculate a transformMatrix to adapt the image to blend over
         * @param {Object} options
         * @param {WebGLRenderingContext} options.context The GL context used for rendering.
         * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
         */
        calculateMatrix: function() {
          var image = this.image,
              width = image._element.width,
              height = image._element.height;
          return [
            1 / image.scaleX, 0, 0,
            0, 1 / image.scaleY, 0,
            -image.left / width, -image.top / height, 1
          ];
        },

        /**
         * Apply the Blend operation to a Uint8ClampedArray representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
         */
        applyTo2d: function(options) {
          var imageData = options.imageData,
              resources = options.filterBackend.resources,
              data = imageData.data, iLen = data.length,
              width = options.imageData.width,
              height = options.imageData.height,
              tr, tg, tb, ta,
              r, g, b, a,
              canvas1, context, image = this.image, blendData;

          if (!resources.blendImage) {
            resources.blendImage = document.createElement('canvas');
          }
          canvas1 = resources.blendImage;
          if (canvas1.width !== width || canvas1.height !== height) {
            canvas1.width = width;
            canvas1.height = height;
          }
          context = canvas1.getContext('2d');
          context.setTransform(image.scaleX, 0, 0, image.scaleY, image.left, image.top);
          context.drawImage(image._element, 0, 0, width, height);
          blendData = context.getImageData(0, 0, width, height).data;
          for (var i = 0; i < iLen; i += 4) {

            r = data[i];
            g = data[i + 1];
            b = data[i + 2];
            a = data[i + 3];

            tr = blendData[i];
            tg = blendData[i + 1];
            tb = blendData[i + 2];
            ta = blendData[i + 3];

            switch (this.mode) {
              case 'multiply':
                data[i] = r * tr / 255;
                data[i + 1] = g * tg / 255;
                data[i + 2] = b * tb / 255;
                data[i + 3] = a * ta / 255;
                break;
              case 'mask':
                data[i + 3] = ta;
                break;
            }
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uTransformMatrix: gl.getUniformLocation(program, 'uTransformMatrix'),
            uImage: gl.getUniformLocation(program, 'uImage'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          var matrix = this.calculateMatrix();
          gl.uniform1i(uniformLocations.uImage, 1); // texture unit 1.
          gl.uniformMatrix3fv(uniformLocations.uTransformMatrix, false, matrix);
        },

        /**
         * Returns object representation of an instance
         * @return {Object} Object representation of an instance
         */
        toObject: function() {
          return {
            type: this.type,
            image: this.image && this.image.toObject(),
            mode: this.mode,
            alpha: this.alpha
          };
        }
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} callback to be invoked after filter creation
       * @return {fabric.Image.filters.BlendImage} Instance of fabric.Image.filters.BlendImage
       */
      fabric.Image.filters.BlendImage.fromObject = function(object, callback) {
        fabric.Image.fromObject(object.image, function(image) {
          var options = fabric.util.object.clone(object);
          options.image = image;
          callback(new fabric.Image.filters.BlendImage(options));
        });
      };

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }), pow = Math.pow, floor = Math.floor,
          sqrt = Math.sqrt, abs = Math.abs, round = Math.round, sin = Math.sin,
          ceil = Math.ceil,
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Resize image filter class
       * @class fabric.Image.filters.Resize
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Resize();
       * object.filters.push(filter);
       * object.applyFilters(canvas.renderAll.bind(canvas));
       */
      filters.Resize = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Resize.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Resize',

        /**
         * Resize type
         * @param {String} resizeType
         * @default
         */
        resizeType: 'hermite',

        /**
         * Scale factor for resizing, x axis
         * @param {Number} scaleX
         * @default
         */
        scaleX: 0,

        /**
         * Scale factor for resizing, y axis
         * @param {Number} scaleY
         * @default
         */
        scaleY: 0,

        /**
         * LanczosLobes parameter for lanczos filter
         * @param {Number} lanczosLobes
         * @default
         */
        lanczosLobes: 3,

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uDelta: gl.getUniformLocation(program, 'uDelta'),
            uTaps: gl.getUniformLocation(program, 'uTaps'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          gl.uniform2fv(uniformLocations.uDelta, this.horizontal ? [1 / this.width, 0] : [0, 1 / this.height]);
          gl.uniform1fv(uniformLocations.uTaps, this.taps);
        },

        /**
         * Retrieves the cached shader.
         * @param {Object} options
         * @param {WebGLRenderingContext} options.context The GL context used for rendering.
         * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
         */
        retrieveShader: function(options) {
          var filterWindow = this.getFilterWindow(), cacheKey = this.type + '_' + filterWindow;
          if (!options.programCache.hasOwnProperty(cacheKey)) {
            var fragmentShader = this.generateShader(filterWindow);
            options.programCache[cacheKey] = this.createProgram(options.context, fragmentShader);
          }
          return options.programCache[cacheKey];
        },

        getFilterWindow: function() {
          var scale = this.tempScale;
          return Math.ceil(this.lanczosLobes / scale);
        },

        getTaps: function() {
          var lobeFunction = this.lanczosCreate(this.lanczosLobes), scale = this.tempScale,
              filterWindow = this.getFilterWindow(), taps = new Array(filterWindow);
          for (var i = 1; i <= filterWindow; i++) {
            taps[i - 1] = lobeFunction(i * scale);
          }
          return taps;
        },

        /**
         * Generate vertex and shader sources from the necessary steps numbers
         * @param {Number} filterWindow
         */
        generateShader: function(filterWindow) {
          var offsets = new Array(filterWindow),
              fragmentShader = this.fragmentSourceTOP, filterWindow;

          for (var i = 1; i <= filterWindow; i++) {
            offsets[i - 1] = i + '.0 * uDelta';
          }

          fragmentShader += 'uniform float uTaps[' + filterWindow + '];\n';
          fragmentShader += 'void main() {\n';
          fragmentShader += '  vec4 color = texture2D(uTexture, vTexCoord);\n';
          fragmentShader += '  float sum = 1.0;\n';

          offsets.forEach(function(offset, i) {
            fragmentShader += '  color += texture2D(uTexture, vTexCoord + ' + offset + ') * uTaps[' + i + '];\n';
            fragmentShader += '  color += texture2D(uTexture, vTexCoord - ' + offset + ') * uTaps[' + i + '];\n';
            fragmentShader += '  sum += 2.0 * uTaps[' + i + '];\n';
          });
          fragmentShader += '  gl_FragColor = color / sum;\n';
          fragmentShader += '}';
          return fragmentShader;
        },

        fragmentSourceTOP: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform vec2 uDelta;\n' +
          'varying vec2 vTexCoord;\n',

        /**
         * Apply the resize filter to the image
         * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.
         *
         * @param {Object} options
         * @param {Number} options.passes The number of filters remaining to be executed
         * @param {Boolean} options.webgl Whether to use webgl to render the filter.
         * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
         * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
         * @param {WebGLRenderingContext} options.context The GL context used for rendering.
         * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
         */
        applyTo: function(options) {
          Iif (options.webgl) {
            if (options.passes > 1 && this.isNeutralState(options)) {
              // avoid doing something that we do not need
              return;
            }
            options.passes++;
            this.width = options.sourceWidth;
            this.horizontal = true;
            this.dW = Math.round(this.width * this.scaleX);
            this.dH = options.sourceHeight;
            this.tempScale = this.dW / this.width;
            this.taps = this.getTaps();
            options.destinationWidth = this.dW;
            this._setupFrameBuffer(options);
            this.applyToWebGL(options);
            this._swapTextures(options);
            options.sourceWidth = options.destinationWidth;

            this.height = options.sourceHeight;
            this.horizontal = false;
            this.dH = Math.round(this.height * this.scaleY);
            this.tempScale = this.dH / this.height;
            this.taps = this.getTaps();
            options.destinationHeight = this.dH;
            this._setupFrameBuffer(options);
            this.applyToWebGL(options);
            this._swapTextures(options);
            options.sourceHeight = options.destinationHeight;
          }
          else Eif (!this.isNeutralState(options)) {
            this.applyTo2d(options);
          }
        },

        isNeutralState: function(options) {
          var scaleX = options.scaleX || this.scaleX,
              scaleY = options.scaleY || this.scaleY;
          return scaleX === 1 && scaleY === 1;
        },

        lanczosCreate: function(lobes) {
          return function(x) {
            if (x >= lobes || x <= -lobes) {
              return 0.0;
            }
            if (x < 1.19209290E-07 && x > -1.19209290E-07) {
              return 1.0;
            }
            x *= Math.PI;
            var xx = x / lobes;
            return (sin(x) / x) * sin(xx) / xx;
          };
        },

        /**
         * Applies filter to canvas element
         * @memberOf fabric.Image.filters.Resize.prototype
         * @param {Object} canvasEl Canvas element to apply filter to
         * @param {Number} scaleX
         * @param {Number} scaleY
         */
        applyTo2d: function(options) {
          var imageData = options.imageData,
              scaleX = this.scaleX,
              scaleY = this.scaleY;

          this.rcpScaleX = 1 / scaleX;
          this.rcpScaleY = 1 / scaleY;

          var oW = imageData.width, oH = imageData.height,
              dW = round(oW * scaleX), dH = round(oH * scaleY),
              newData;

          Iif (this.resizeType === 'sliceHack') {
            newData = this.sliceByTwo(options, oW, oH, dW, dH);
          }
          else Iif (this.resizeType === 'hermite') {
            newData = this.hermiteFastResize(options, oW, oH, dW, dH);
          }
          else Eif (this.resizeType === 'bilinear') {
            newData = this.bilinearFiltering(options, oW, oH, dW, dH);
          }
          else if (this.resizeType === 'lanczos') {
            newData = this.lanczosResize(options, oW, oH, dW, dH);
          }
          options.imageData = newData;
        },

        /**
         * Filter sliceByTwo
         * @param {Object} canvasEl Canvas element to apply filter to
         * @param {Number} oW Original Width
         * @param {Number} oH Original Height
         * @param {Number} dW Destination Width
         * @param {Number} dH Destination Height
         * @returns {ImageData}
         */
        sliceByTwo: function(options, oW, oH, dW, dH) {
          var imageData = options.imageData,
              mult = 0.5, doneW = false, doneH = false, stepW = oW * mult,
              stepH = oH * mult, resources = fabric.filterBackend.resources,
              tmpCanvas, ctx, sX = 0, sY = 0, dX = oW, dY = 0;
          if (!resources.sliceByTwo) {
            resources.sliceByTwo = document.createElement('canvas');
          }
          tmpCanvas = resources.sliceByTwo;
          if (tmpCanvas.width < oW * 1.5 || tmpCanvas.height < oH) {
            tmpCanvas.width = oW * 1.5;
            tmpCanvas.height = oH;
          }
          ctx = tmpCanvas.getContext('2d');
          ctx.clearRect(0, 0, oW * 1.5, oH);
          ctx.putImageData(imageData, 0, 0);

          dW = floor(dW);
          dH = floor(dH);

          while (!doneW || !doneH) {
            oW = stepW;
            oH = stepH;
            if (dW < floor(stepW * mult)) {
              stepW = floor(stepW * mult);
            }
            else {
              stepW = dW;
              doneW = true;
            }
            if (dH < floor(stepH * mult)) {
              stepH = floor(stepH * mult);
            }
            else {
              stepH = dH;
              doneH = true;
            }
            ctx.drawImage(tmpCanvas, sX, sY, oW, oH, dX, dY, stepW, stepH);
            sX = dX;
            sY = dY;
            dY += stepH;
          }
          return ctx.getImageData(sX, sY, dW, dH);
        },

        /**
         * Filter lanczosResize
         * @param {Object} canvasEl Canvas element to apply filter to
         * @param {Number} oW Original Width
         * @param {Number} oH Original Height
         * @param {Number} dW Destination Width
         * @param {Number} dH Destination Height
         * @returns {ImageData}
         */
        lanczosResize: function(options, oW, oH, dW, dH) {

          function process(u) {
            var v, i, weight, idx, a, red, green,
                blue, alpha, fX, fY;
            center.x = (u + 0.5) * ratioX;
            icenter.x = floor(center.x);
            for (v = 0; v < dH; v++) {
              center.y = (v + 0.5) * ratioY;
              icenter.y = floor(center.y);
              a = 0; red = 0; green = 0; blue = 0; alpha = 0;
              for (i = icenter.x - range2X; i <= icenter.x + range2X; i++) {
                if (i < 0 || i >= oW) {
                  continue;
                }
                fX = floor(1000 * abs(i - center.x));
                if (!cacheLanc[fX]) {
                  cacheLanc[fX] = { };
                }
                for (var j = icenter.y - range2Y; j <= icenter.y + range2Y; j++) {
                  if (j < 0 || j >= oH) {
                    continue;
                  }
                  fY = floor(1000 * abs(j - center.y));
                  if (!cacheLanc[fX][fY]) {
                    cacheLanc[fX][fY] = lanczos(sqrt(pow(fX * rcpRatioX, 2) + pow(fY * rcpRatioY, 2)) / 1000);
                  }
                  weight = cacheLanc[fX][fY];
                  if (weight > 0) {
                    idx = (j * oW + i) * 4;
                    a += weight;
                    red += weight * srcData[idx];
                    green += weight * srcData[idx + 1];
                    blue += weight * srcData[idx + 2];
                    alpha += weight * srcData[idx + 3];
                  }
                }
              }
              idx = (v * dW + u) * 4;
              destData[idx] = red / a;
              destData[idx + 1] = green / a;
              destData[idx + 2] = blue / a;
              destData[idx + 3] = alpha / a;
            }

            if (++u < dW) {
              return process(u);
            }
            else {
              return destImg;
            }
          }

          var srcData = options.imageData.data,
              destImg = options.ctx.createImageData(dW, dH),
              destData = destImg.data,
              lanczos = this.lanczosCreate(this.lanczosLobes),
              ratioX = this.rcpScaleX, ratioY = this.rcpScaleY,
              rcpRatioX = 2 / this.rcpScaleX, rcpRatioY = 2 / this.rcpScaleY,
              range2X = ceil(ratioX * this.lanczosLobes / 2),
              range2Y = ceil(ratioY * this.lanczosLobes / 2),
              cacheLanc = { }, center = { }, icenter = { };

          return process(0);
        },

        /**
         * bilinearFiltering
         * @param {Object} canvasEl Canvas element to apply filter to
         * @param {Number} oW Original Width
         * @param {Number} oH Original Height
         * @param {Number} dW Destination Width
         * @param {Number} dH Destination Height
         * @returns {ImageData}
         */
        bilinearFiltering: function(options, oW, oH, dW, dH) {
          var a, b, c, d, x, y, i, j, xDiff, yDiff, chnl,
              color, offset = 0, origPix, ratioX = this.rcpScaleX,
              ratioY = this.rcpScaleY,
              w4 = 4 * (oW - 1), img = options.imageData,
              pixels = img.data, destImage = options.ctx.createImageData(dW, dH),
              destPixels = destImage.data;
          for (i = 0; i < dH; i++) {
            for (j = 0; j < dW; j++) {
              x = floor(ratioX * j);
              y = floor(ratioY * i);
              xDiff = ratioX * j - x;
              yDiff = ratioY * i - y;
              origPix = 4 * (y * oW + x);

              for (chnl = 0; chnl < 4; chnl++) {
                a = pixels[origPix + chnl];
                b = pixels[origPix + 4 + chnl];
                c = pixels[origPix + w4 + chnl];
                d = pixels[origPix + w4 + 4 + chnl];
                color = a * (1 - xDiff) * (1 - yDiff) + b * xDiff * (1 - yDiff) +
                        c * yDiff * (1 - xDiff) + d * xDiff * yDiff;
                destPixels[offset++] = color;
              }
            }
          }
          return destImage;
        },

        /**
         * hermiteFastResize
         * @param {Object} canvasEl Canvas element to apply filter to
         * @param {Number} oW Original Width
         * @param {Number} oH Original Height
         * @param {Number} dW Destination Width
         * @param {Number} dH Destination Height
         * @returns {ImageData}
         */
        hermiteFastResize: function(options, oW, oH, dW, dH) {
          var ratioW = this.rcpScaleX, ratioH = this.rcpScaleY,
              ratioWHalf = ceil(ratioW / 2),
              ratioHHalf = ceil(ratioH / 2),
              img = options.imageData, data = img.data,
              img2 = options.ctx.createImageData(dW, dH), data2 = img2.data;
          for (var j = 0; j < dH; j++) {
            for (var i = 0; i < dW; i++) {
              var x2 = (i + j * dW) * 4, weight = 0, weights = 0, weightsAlpha = 0,
                  gxR = 0, gxG = 0, gxB = 0, gxA = 0, centerY = (j + 0.5) * ratioH;
              for (var yy = floor(j * ratioH); yy < (j + 1) * ratioH; yy++) {
                var dy = abs(centerY - (yy + 0.5)) / ratioHHalf,
                    centerX = (i + 0.5) * ratioW, w0 = dy * dy;
                for (var xx = floor(i * ratioW); xx < (i + 1) * ratioW; xx++) {
                  var dx = abs(centerX - (xx + 0.5)) / ratioWHalf,
                      w = sqrt(w0 + dx * dx);
                  /* eslint-disable max-depth */
                  if (w > 1 && w < -1) {
                    continue;
                  }
                  //hermite filter
                  weight = 2 * w * w * w - 3 * w * w + 1;
                  if (weight > 0) {
                    dx = 4 * (xx + yy * oW);
                    //alpha
                    gxA += weight * data[dx + 3];
                    weightsAlpha += weight;
                    //colors
                    if (data[dx + 3] < 255) {
                      weight = weight * data[dx + 3] / 250;
                    }
                    gxR += weight * data[dx];
                    gxG += weight * data[dx + 1];
                    gxB += weight * data[dx + 2];
                    weights += weight;
                  }
                  /* eslint-enable max-depth */
                }
              }
              data2[x2] = gxR / weights;
              data2[x2 + 1] = gxG / weights;
              data2[x2 + 2] = gxB / weights;
              data2[x2 + 3] = gxA / weightsAlpha;
            }
          }
          return img2;
        },

        /**
         * Returns object representation of an instance
         * @return {Object} Object representation of an instance
         */
        toObject: function() {
          return {
            type: this.type,
            scaleX: this.scaleX,
            scaleY: this.scaleY,
            resizeType: this.resizeType,
            lanczosLobes: this.lanczosLobes
          };
        }
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Resize} Instance of fabric.Image.filters.Resize
       */
      fabric.Image.filters.Resize.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Contrast filter class
       * @class fabric.Image.filters.Contrast
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.Contrast#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Contrast({
       *   contrast: 40
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       */
      filters.Contrast = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Contrast.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Contrast',

        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform float uContrast;\n' +
          'varying vec2 vTexCoord;\n' +
          'void main() {\n' +
            'vec4 color = texture2D(uTexture, vTexCoord);\n' +
            'float contrastF = 1.015 * (uContrast + 1.0) / (1.0 * (1.015 - uContrast));\n' +
            'color.rgb = contrastF * (color.rgb - 0.5) + 0.5;\n' +
            'gl_FragColor = color;\n' +
          '}',

        contrast: 0,

        mainParameter: 'contrast',

        /**
         * Constructor
         * @memberOf fabric.Image.filters.Contrast.prototype
         * @param {Object} [options] Options object
         * @param {Number} [options.contrast=0] Value to contrast the image up (-1...1)
         */

        /**
          * Apply the Contrast operation to a Uint8Array representing the pixels of an image.
          *
          * @param {Object} options
          * @param {ImageData} options.imageData The Uint8Array to be filtered.
          */
        applyTo2d: function(options) {
          Iif (this.contrast === 0) {
            return;
          }
          var imageData = options.imageData, i, len,
              data = imageData.data, len = data.length,
              contrast = Math.floor(this.contrast * 255),
              contrastF = 259 * (contrast + 255) / (255 * (259 - contrast));

          for (i = 0; i < len; i += 4) {
            data[i] = contrastF * (data[i] - 128) + 128;
            data[i + 1] = contrastF * (data[i + 1] - 128) + 128;
            data[i + 2] = contrastF * (data[i + 2] - 128) + 128;
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uContrast: gl.getUniformLocation(program, 'uContrast'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          gl.uniform1f(uniformLocations.uContrast, this.contrast);
        },
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Contrast} Instance of fabric.Image.filters.Contrast
       */
      fabric.Image.filters.Contrast.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Saturate filter class
       * @class fabric.Image.filters.Saturation
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.Saturation#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Saturation({
       *   saturation: 100
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       */
      filters.Saturation = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Saturation.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Saturation',

        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform float uSaturation;\n' +
          'varying vec2 vTexCoord;\n' +
          'void main() {\n' +
            'vec4 color = texture2D(uTexture, vTexCoord);\n' +
            'float rgMax = max(color.r, color.g);\n' +
            'float rgbMax = max(rgMax, color.b);\n' +
            'color.r += rgbMax != color.r ? (rgbMax - color.r) * uSaturation : 0.00;\n' +
            'color.g += rgbMax != color.g ? (rgbMax - color.g) * uSaturation : 0.00;\n' +
            'color.b += rgbMax != color.b ? (rgbMax - color.b) * uSaturation : 0.00;\n' +
            'gl_FragColor = color;\n' +
          '}',

        saturation: 0,

        mainParameter: 'saturation',

        /**
         * Constructor
         * @memberOf fabric.Image.filters.Saturate.prototype
         * @param {Object} [options] Options object
         * @param {Number} [options.saturate=0] Value to saturate the image (-1...1)
         */

        /**
         * Apply the Saturation operation to a Uint8ClampedArray representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered.
         */
        applyTo2d: function(options) {
          Iif (this.saturation === 0) {
            return;
          }
          var imageData = options.imageData,
              data = imageData.data, len = data.length,
              adjust = -this.saturation, i, max;

          for (i = 0; i < len; i += 4) {
            max = Math.max(data[i], data[i + 1], data[i + 2]);
            data[i] += max !== data[i] ? (max - data[i]) * adjust : 0;
            data[i + 1] += max !== data[i + 1] ? (max - data[i + 1]) * adjust : 0;
            data[i + 2] += max !== data[i + 2] ? (max - data[i + 2]) * adjust : 0;
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uSaturation: gl.getUniformLocation(program, 'uSaturation'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          gl.uniform1f(uniformLocations.uSaturation, -this.saturation);
        },
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Saturation} Instance of fabric.Image.filters.Saturate
       */
      fabric.Image.filters.Saturation.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Blur filter class
       * @class fabric.Image.filters.Blur
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.Blur#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Blur({
       *   blur: 0.5
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       * canvas.renderAll();
       */
      filters.Blur = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Blur.prototype */ {

        type: 'Blur',

        /*
    'gl_FragColor = vec4(0.0);',
    'gl_FragColor += texture2D(texture, vTexCoord + -7 * uDelta)*0.0044299121055113265;',
    'gl_FragColor += texture2D(texture, vTexCoord + -6 * uDelta)*0.00895781211794;',
    'gl_FragColor += texture2D(texture, vTexCoord + -5 * uDelta)*0.0215963866053;',
    'gl_FragColor += texture2D(texture, vTexCoord + -4 * uDelta)*0.0443683338718;',
    'gl_FragColor += texture2D(texture, vTexCoord + -3 * uDelta)*0.0776744219933;',
    'gl_FragColor += texture2D(texture, vTexCoord + -2 * uDelta)*0.115876621105;',
    'gl_FragColor += texture2D(texture, vTexCoord + -1 * uDelta)*0.147308056121;',
    'gl_FragColor += texture2D(texture, vTexCoord              )*0.159576912161;',
    'gl_FragColor += texture2D(texture, vTexCoord + 1 * uDelta)*0.147308056121;',
    'gl_FragColor += texture2D(texture, vTexCoord + 2 * uDelta)*0.115876621105;',
    'gl_FragColor += texture2D(texture, vTexCoord + 3 * uDelta)*0.0776744219933;',
    'gl_FragColor += texture2D(texture, vTexCoord + 4 * uDelta)*0.0443683338718;',
    'gl_FragColor += texture2D(texture, vTexCoord + 5 * uDelta)*0.0215963866053;',
    'gl_FragColor += texture2D(texture, vTexCoord + 6 * uDelta)*0.00895781211794;',
    'gl_FragColor += texture2D(texture, vTexCoord + 7 * uDelta)*0.0044299121055113265;',
    */

        /* eslint-disable max-len */
        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform vec2 uDelta;\n' +
          'varying vec2 vTexCoord;\n' +
          'const float nSamples = 15.0;\n' +
          'vec3 v3offset = vec3(12.9898, 78.233, 151.7182);\n' +
          'float random(vec3 scale) {\n' +
            /* use the fragment position for a different seed per-pixel */
            'return fract(sin(dot(gl_FragCoord.xyz, scale)) * 43758.5453);\n' +
          '}\n' +
          'void main() {\n' +
            'vec4 color = vec4(0.0);\n' +
            'float total = 0.0;\n' +
            'float offset = random(v3offset);\n' +
            'for (float t = -nSamples; t <= nSamples; t++) {\n' +
              'float percent = (t + offset - 0.5) / nSamples;\n' +
              'float weight = 1.0 - abs(percent);\n' +
              'color += texture2D(uTexture, vTexCoord + uDelta * percent) * weight;\n' +
              'total += weight;\n' +
            '}\n' +
            'gl_FragColor = color / total;\n' +
          '}',
        /* eslint-enable max-len */

        /**
         * blur value, in percentage of image dimensions.
         * specific to keep the image blur constant at different resolutions
         * range bewteen 0 and 1.
         */
        blur: 0,

        mainParameter: 'blur',

        applyTo: function(options) {
          if (options.webgl) {
            // this aspectRatio is used to give the same blur to vertical and horizontal
            this.aspectRatio = options.sourceWidth / options.sourceHeight;
            options.passes++;
            this._setupFrameBuffer(options);
            this.horizontal = true;
            this.applyToWebGL(options);
            this._swapTextures(options);
            this._setupFrameBuffer(options);
            this.horizontal = false;
            this.applyToWebGL(options);
            this._swapTextures(options);
          }
          else {
            this.applyTo2d(options);
          }
        },

        applyTo2d: function(options) {
          // paint canvasEl with current image data.
          //options.ctx.putImageData(options.imageData, 0, 0);
          options.imageData = this.simpleBlur(options);
        },

        simpleBlur: function(options) {
          var resources = options.filterBackend.resources, canvas1, canvas2,
              width = options.imageData.width,
              height = options.imageData.height;

          if (!resources.blurLayer1) {
            resources.blurLayer1 = document.createElement('canvas');
            resources.blurLayer2 = document.createElement('canvas');
          }
          canvas1 = resources.blurLayer1;
          canvas2 = resources.blurLayer2;
          if (canvas1.width !== width || canvas1.height !== height) {
            canvas2.width = canvas1.width = width;
            canvas2.height = canvas1.height = height;
          }
          var ctx1 = canvas1.getContext('2d'),
              ctx2 = canvas2.getContext('2d'),
              nSamples = 15,
              random, percent, j, i,
              blur = this.blur * 0.06 * 0.5;

          // load first canvas
          ctx1.putImageData(options.imageData, 0, 0);
          ctx2.clearRect(0, 0, width, height);

          for (i = -nSamples; i <= nSamples; i++) {
            random = (Math.random() - 0.5) / 4;
            percent = i / nSamples;
            j = blur * percent * width + random;
            ctx2.globalAlpha = 1 - Math.abs(percent);
            ctx2.drawImage(canvas1, j, random);
            ctx1.drawImage(canvas2, 0, 0);
            ctx2.globalAlpha = 1;
            ctx2.clearRect(0, 0, canvas2.width, canvas2.height);
          }
          for (i = -nSamples; i <= nSamples; i++) {
            random = (Math.random() - 0.5) / 4;
            percent = i / nSamples;
            j = blur * percent * height + random;
            ctx2.globalAlpha = 1 - Math.abs(percent);
            ctx2.drawImage(canvas1, random, j);
            ctx1.drawImage(canvas2, 0, 0);
            ctx2.globalAlpha = 1;
            ctx2.clearRect(0, 0, canvas2.width, canvas2.height);
          }
          options.ctx.drawImage(canvas1, 0, 0);
          var newImageData = options.ctx.getImageData(0, 0, canvas1.width, canvas1.height);
          ctx1.globalAlpha = 1;
          ctx1.clearRect(0, 0, canvas1.width, canvas1.height);
          return newImageData;
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            delta: gl.getUniformLocation(program, 'uDelta'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          var delta = this.chooseRightDelta();
          gl.uniform2fv(uniformLocations.delta, delta);
        },

        /**
         * choose right value of image percentage to blur with
         * @returns {Array} a numeric array with delta values
         */
        chooseRightDelta: function() {
          var blurScale = 1, delta = [0, 0], blur;
          if (this.horizontal) {
            if (this.aspectRatio > 1) {
              // image is wide, i want to shrink radius horizontal
              blurScale = 1 / this.aspectRatio;
            }
          }
          else {
            if (this.aspectRatio < 1) {
              // image is tall, i want to shrink radius vertical
              blurScale = this.aspectRatio;
            }
          }
          blur = blurScale * this.blur * 0.12;
          if (this.horizontal) {
            delta[0] = blur;
          }
          else {
            delta[1] = blur;
          }
          return delta;
        },
      });

      /**
       * Deserialize a JSON definition of a BlurFilter into a concrete instance.
       */
      filters.Blur.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * Gamma filter class
       * @class fabric.Image.filters.Gamma
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.Gamma#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.Gamma({
       *   brightness: 200
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       */
      filters.Gamma = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Gamma.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'Gamma',

        fragmentSource: 'precision highp float;\n' +
          'uniform sampler2D uTexture;\n' +
          'uniform vec3 uGamma;\n' +
          'varying vec2 vTexCoord;\n' +
          'void main() {\n' +
            'vec4 color = texture2D(uTexture, vTexCoord);\n' +
            'vec3 correction = (1.0 / uGamma);\n' +
            'color.r = pow(color.r, correction.r);\n' +
            'color.g = pow(color.g, correction.g);\n' +
            'color.b = pow(color.b, correction.b);\n' +
            'gl_FragColor = color;\n' +
            'gl_FragColor.rgb *= color.a;\n' +
          '}',

        /**
         * Gamma array value, from 0.01 to 2.2.
         * @param {Array} gamma
         * @default
         */
        gamma: [1, 1, 1],

        /**
         * Describe the property that is the filter parameter
         * @param {String} m
         * @default
         */
        mainParameter: 'gamma',

        /**
         * Apply the Gamma operation to a Uint8Array representing the pixels of an image.
         *
         * @param {Object} options
         * @param {ImageData} options.imageData The Uint8Array to be filtered.
         */
        applyTo2d: function(options) {
          var imageData = options.imageData, data = imageData.data,
              gamma = this.gamma, len = data.length,
              rInv = 1 / gamma[0], gInv = 1 / gamma[1],
              bInv = 1 / gamma[2], i;

          Eif (!this.rVals) {
            // eslint-disable-next-line
            this.rVals = new Uint8Array(256);
            // eslint-disable-next-line
            this.gVals = new Uint8Array(256);
            // eslint-disable-next-line
            this.bVals = new Uint8Array(256);
          }

          // This is an optimization - pre-compute a look-up table for each color channel
          // instead of performing these pow calls for each pixel in the image.
          for (i = 0, len = 256; i < len; i++) {
            this.rVals[i] = Math.pow(i / 255, rInv) * 255;
            this.gVals[i] = Math.pow(i / 255, gInv) * 255;
            this.bVals[i] = Math.pow(i / 255, bInv) * 255;
          }
          for (i = 0, len = data.length; i < len; i += 4) {
            data[i] = this.rVals[data[i]];
            data[i + 1] = this.gVals[data[i + 1]];
            data[i + 2] = this.bVals[data[i + 2]];
          }
        },

        /**
         * Return WebGL uniform locations for this filter's shader.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {WebGLShaderProgram} program This filter's compiled shader program.
         */
        getUniformLocations: function(gl, program) {
          return {
            uGamma: gl.getUniformLocation(program, 'uGamma'),
          };
        },

        /**
         * Send data from this filter to its shader program's uniforms.
         *
         * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader.
         * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects
         */
        sendUniformData: function(gl, uniformLocations) {
          gl.uniform3fv(uniformLocations.uGamma, this.gamma);
        },
      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.Gamma} Instance of fabric.Image.filters.Gamma
       */
      fabric.Image.filters.Gamma.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * A container class that knows how to apply a sequence of filters to an input image.
       */
      filters.Composed = createClass(filters.BaseFilter, /** @lends fabric.Image.filters.Composed.prototype */ {

        type: 'Composed',

        /**
         * A non sparse array of filters to apply
         */
        subFilters: [],

        /**
         * Constructor
         * @param {Object} [options] Options object
         */
        initialize: function(options) {
          this.callSuper('initialize', options);
          // create a new array instead mutating the prototype with push
          this.subFilters = this.subFilters.slice(0);
        },

        /**
         * Apply this container's filters to the input image provided.
         *
         * @param {Object} options
         * @param {Number} options.passes The number of filters remaining to be applied.
         */
        applyTo: function(options) {
          options.passes += this.subFilters.length - 1;
          this.subFilters.forEach(function(filter) {
            filter.applyTo(options);
          });
        },

        /**
         * Serialize this filter into JSON.
         *
         * @returns {Object} A JSON representation of this filter.
         */
        toObject: function() {
          return fabric.util.object.extend(this.callSuper('toObject'), {
            subFilters: this.subFilters.map(function(filter) { return filter.toObject(); }),
          });
        },
      });

      /**
       * Deserialize a JSON definition of a ComposedFilter into a concrete instance.
       */
      fabric.Image.filters.Composed.fromObject = function(object, callback) {
        var filters = object.subFilters || [],
            subFilters = filters.map(function(filter) {
              return new fabric.Image.filters[filter.type](filter);
            }),
            instance = new fabric.Image.filters.Composed({ subFilters: subFilters });
        callback && callback(instance);
        return instance;
      };
    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric  = global.fabric || (global.fabric = { }),
          filters = fabric.Image.filters,
          createClass = fabric.util.createClass;

      /**
       * HueRotation filter class
       * @class fabric.Image.filters.HueRotation
       * @memberOf fabric.Image.filters
       * @extends fabric.Image.filters.BaseFilter
       * @see {@link fabric.Image.filters.HueRotation#initialize} for constructor definition
       * @see {@link http://fabricjs.com/image-filters|ImageFilters demo}
       * @example
       * var filter = new fabric.Image.filters.HueRotation({
       *   rotation: -0.5
       * });
       * object.filters.push(filter);
       * object.applyFilters();
       */
      filters.HueRotation = createClass(filters.ColorMatrix, /** @lends fabric.Image.filters.HueRotation.prototype */ {

        /**
         * Filter type
         * @param {String} type
         * @default
         */
        type: 'HueRotation',

        /**
         * HueRotation value, from -1 to 1.
         * the unit is radians
         * @param {Number} myParameter
         * @default
         */
        rotation: 0,

        /**
         * Describe the property that is the filter parameter
         * @param {String} m
         * @default
         */
        mainParameter: 'rotation',

        calculateMatrix: function() {
          var rad = this.rotation * Math.PI, cos = Math.cos(rad), sin = Math.sin(rad),
              aThird = 1 / 3, aThirdSqtSin = Math.sqrt(aThird) * sin, OneMinusCos = 1 - cos;
          this.matrix = [
            1, 0, 0, 0, 0,
            0, 1, 0, 0, 0,
            0, 0, 1, 0, 0,
            0, 0, 0, 1, 0
          ];
          this.matrix[0] = cos + OneMinusCos / 3;
          this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;
          this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;
          this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;
          this.matrix[6] = cos + aThird * OneMinusCos;
          this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;
          this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;
          this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;
          this.matrix[12] = cos + aThird * OneMinusCos;
        },

        /**
         * Apply this filter to the input image data provided.
         *
         * Determines whether to use WebGL or Canvas2D based on the options.webgl flag.
         *
         * @param {Object} options
         * @param {Number} options.passes The number of filters remaining to be executed
         * @param {Boolean} options.webgl Whether to use webgl to render the filter.
         * @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
         * @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
         * @param {WebGLRenderingContext} options.context The GL context used for rendering.
         * @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
         */
        applyTo: function(options) {
          this.calculateMatrix();
          fabric.Image.filters.BaseFilter.prototype.applyTo.call(this, options);
        },

      });

      /**
       * Returns filter instance from an object representation
       * @static
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] to be invoked after filter creation
       * @return {fabric.Image.filters.HueRotation} Instance of fabric.Image.filters.HueRotation
       */
      fabric.Image.filters.HueRotation.fromObject = fabric.Image.filters.BaseFilter.fromObject;

    })(typeof exports !== 'undefined' ? exports : this);

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = { }),
          clone = fabric.util.object.clone,
          MIN_TEXT_WIDTH = 2,
          CACHE_FONT_SIZE = 200;

      Iif (fabric.Text) {
        fabric.warn('fabric.Text is already defined');
        return;
      }

      /**
       * Text class
       * @class fabric.Text
       * @extends fabric.Object
       * @return {fabric.Text} thisArg
       * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#text}
       * @see {@link fabric.Text#initialize} for constructor definition
       */
      fabric.Text = fabric.util.createClass(fabric.Object, /** @lends fabric.Text.prototype */ {

        /**
         * Properties which when set cause object to change dimensions
         * @type Object
         * @private
         */
        _dimensionAffectingProps: [
          'fontSize',
          'fontWeight',
          'fontFamily',
          'fontStyle',
          'lineHeight',
          'text',
          'charSpacing',
          'textAlign',
          'styles',
        ],

        /**
         * @private
         */
        _reNewline: /\r?\n/,

        /**
         * Use this regular expression to filter for whitespaces that is not a new line.
         * Mostly used when text is 'justify' aligned.
         * @private
         */
        _reSpacesAndTabs: /[ \t\r]/g,

        /**
         * Use this regular expression to filter for whitespace that is not a new line.
         * Mostly used when text is 'justify' aligned.
         * @private
         */
        _reSpaceAndTab: /[ \t\r]/,

        /**
         * Use this regular expression to filter consecutive groups of non spaces.
         * Mostly used when text is 'justify' aligned.
         * @private
         */
        _reWords: /\S+/g,

        /**
         * Type of an object
         * @type String
         * @default
         */
        type:                 'text',

        /**
         * Font size (in pixels)
         * @type Number
         * @default
         */
        fontSize:             40,

        /**
         * Font weight (e.g. bold, normal, 400, 600, 800)
         * @type {(Number|String)}
         * @default
         */
        fontWeight:           'normal',

        /**
         * Font family
         * @type String
         * @default
         */
        fontFamily:           'Times New Roman',

        /**
         * Text decoration underline.
         * @type String
         * @default
         */
        underline:       false,

        /**
         * Text decoration overline.
         * @type String
         * @default
         */
        overline:       false,

        /**
         * Text decoration linethrough.
         * @type String
         * @default
         */
        linethrough:       false,

        /**
         * Text alignment. Possible values: "left", "center", "right", "justify",
         * "justify-left", "justify-center" or "justify-right".
         * @type String
         * @default
         */
        textAlign:            'left',

        /**
         * Font style . Possible values: "", "normal", "italic" or "oblique".
         * @type String
         * @default
         */
        fontStyle:            'normal',

        /**
         * Line height
         * @type Number
         * @default
         */
        lineHeight:           1.16,

        /**
         * Background color of text lines
         * @type String
         * @default
         */
        textBackgroundColor:  '',

        /**
         * List of properties to consider when checking if
         * state of an object is changed ({@link fabric.Object#hasStateChanged})
         * as well as for history (undo/redo) purposes
         * @type Array
         */
        stateProperties: fabric.Object.prototype.stateProperties.concat('fontFamily',
          'fontWeight',
          'fontSize',
          'text',
          'underline',
          'overline',
          'linethrough',
          'textAlign',
          'fontStyle',
          'lineHeight',
          'textBackgroundColor',
          'charSpacing',
          'styles'),

        /**
         * List of properties to consider when checking if cache needs refresh
         * @type Array
         */
        cacheProperties: fabric.Object.prototype.cacheProperties.concat('fontFamily',
          'fontWeight',
          'fontSize',
          'text',
          'underline',
          'overline',
          'linethrough',
          'textAlign',
          'fontStyle',
          'lineHeight',
          'textBackgroundColor',
          'charSpacing',
          'styles'),

        /**
         * When defined, an object is rendered via stroke and this property specifies its color.
         * <b>Backwards incompatibility note:</b> This property was named "strokeStyle" until v1.1.6
         * @type String
         * @default
         */
        stroke:               null,

        /**
         * Shadow object representing shadow of this shape.
         * <b>Backwards incompatibility note:</b> This property was named "textShadow" (String) until v1.2.11
         * @type fabric.Shadow
         * @default
         */
        shadow:               null,

        /**
         * @private
         */
        _fontSizeFraction: 0.222,

        /**
         * @private
         */
        offsets: {
          underline: 0.10,
          linethrough: -0.315,
          overline: -0.88
        },

        /**
         * Text Line proportion to font Size (in pixels)
         * @type Number
         * @default
         */
        _fontSizeMult:             1.13,

        /**
         * additional space between characters
         * expressed in thousands of em unit
         * @type Number
         * @default
         */
        charSpacing:             0,

        /**
         * Object containing character styles
         * (where top-level properties corresponds to line number and 2nd-level properties -- to char number in a line)
         * @type Object
         * @default
         */
        styles: null,

        /**
         * Reference to a context to measure text char or couple of chars
         * the cacheContext of the canvas will be used or a freshly created one if the object is not on canvas
         * once created it will be referenced on fabric._measuringContext to avoide creating a canvas for every
         * text object created.
         * @type {CanvasRenderingContext2D}
         * @default
         */
        _measuringContext: null,

        /**
         * Array of properties that define a style unit.
         * @type {Array}
         * @default
         */
        _styleProperties: [
          'stroke',
          'strokeWidth',
          'fill',
          'fontFamily',
          'fontSize',
          'fontWeight',
          'fontStyle',
          'underline',
          'overline',
          'linethrough',
          'textBackgroundColor',
        ],

        /**
         * contains characters bounding boxes
         */
        __charBounds: [],

        /**
         * Constructor
         * @param {String} text Text string
         * @param {Object} [options] Options object
         * @return {fabric.Text} thisArg
         */
        initialize: function(text, options) {
          this.styles = options ? (options.styles || { }) : { };
          this.text = text;
          this.__skipDimension = true;
          this.callSuper('initialize', options);
          this.__skipDimension = false;
          this.initDimensions();
          this.setCoords();
          this.setupState({ propertySet: '_dimensionAffectingProps' });
        },

        /**
         * Return a contex for measurement of text string.
         * if created it gets stored for reuse
         * @param {String} text Text string
         * @param {Object} [options] Options object
         * @return {fabric.Text} thisArg
         */
        getMeasuringContext: function() {
          // if we did not return we have to measure something.
          if (!fabric._measuringContext) {
            fabric._measuringContext = this.canvas && this.canvas.contextCache ||
              fabric.util.createCanvasElement().getContext('2d');
          }
          return fabric._measuringContext;
        },

        /**
         * @private
         * Divides text into lines of text and lines of graphemes.
         */
        _splitText: function() {
          var newLines = this._splitTextIntoLines(this.text);
          this.textLines = newLines.lines;
          this._textLines = newLines.graphemeLines;
          this._unwrappedTextLines = newLines._unwrappedLines;
          this._text = newLines.graphemeText;
          return newLines;
        },

        /**
         * Initialize or update text dimensions.
         * Updates this.width and this.height with the proper values.
         * Does not return dimensions.
         */
        initDimensions: function() {
          if (this.__skipDimension) {
            return;
          }
          this._splitText();
          this._clearCache();
          this.width = this.calcTextWidth() || this.cursorWidth || MIN_TEXT_WIDTH;
          if (this.textAlign.indexOf('justify') !== -1) {
            // once text is measured we need to make space fatter to make justified text.
            this.enlargeSpaces();
          }
          this.height = this.calcTextHeight();
          this.saveState({ propertySet: '_dimensionAffectingProps' });
        },

        /**
         * Enlarge space boxes and shift the others
         */
        enlargeSpaces: function() {
          var diffSpace, currentLineWidth, numberOfSpaces, accumulatedSpace, line, charBound, spaces;
          for (var i = 0, len = this._textLines.length; i < len; i++) {
            Iif (this.textAlign !== 'justify' && (i === len - 1 || this.isEndOfWrapping(i))) {
              continue;
            }
            accumulatedSpace = 0;
            line = this._textLines[i];
            currentLineWidth = this.getLineWidth(i);
            if (currentLineWidth < this.width && (spaces = this.textLines[i].match(this._reSpacesAndTabs))) {
              numberOfSpaces = spaces.length;
              diffSpace = (this.width - currentLineWidth) / numberOfSpaces;
              for (var j = 0, jlen = line.length; j <= jlen; j++) {
                charBound = this.__charBounds[i][j];
                if (this._reSpaceAndTab.test(line[j])) {
                  charBound.width += diffSpace;
                  charBound.kernedWidth += diffSpace;
                  charBound.left += accumulatedSpace;
                  accumulatedSpace += diffSpace;
                }
                else {
                  charBound.left += accumulatedSpace;
                }
              }
            }
          }
        },

        /**
         * Detect if the text line is ended with an hard break
         * text and itext do not have wrapping, return false
         * @return {Boolean}
         */
        isEndOfWrapping: function(lineIndex) {
          return lineIndex === this._textLines.length - 1;
        },

        /**
         * Returns string representation of an instance
         * @return {String} String representation of text object
         */
        toString: function() {
          return '#<fabric.Text (' + this.complexity() +
            '): { "text": "' + this.text + '", "fontFamily": "' + this.fontFamily + '" }>';
        },

        /**
         * Return the dimension and the zoom level needed to create a cache canvas
         * big enough to host the object to be cached.
         * @private
         * @param {Object} dim.x width of object to be cached
         * @param {Object} dim.y height of object to be cached
         * @return {Object}.width width of canvas
         * @return {Object}.height height of canvas
         * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache
         * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache
         */
        _getCacheCanvasDimensions: function() {
          var dims = this.callSuper('_getCacheCanvasDimensions');
          var fontSize = this.fontSize;
          dims.width += fontSize * dims.zoomX;
          dims.height += fontSize * dims.zoomY;
          return dims;
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _render: function(ctx) {
          this._setTextStyles(ctx);
          this._renderTextLinesBackground(ctx);
          this._renderTextDecoration(ctx, 'underline');
          this._renderText(ctx);
          this._renderTextDecoration(ctx, 'overline');
          this._renderTextDecoration(ctx, 'linethrough');
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderText: function(ctx) {
          Iif (this.paintFirst === 'stroke') {
            this._renderTextStroke(ctx);
            this._renderTextFill(ctx);
          }
          else {
            this._renderTextFill(ctx);
            this._renderTextStroke(ctx);
          }
        },

        /**
         * Set the font parameter of the context with the object properties or with charStyle
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {Object} [charStyle] object with font style properties
         * @param {String} [charStyle.fontFamily] Font Family
         * @param {Number} [charStyle.fontSize] Font size in pixels. ( without px suffix )
         * @param {String} [charStyle.fontWeight] Font weight
         * @param {String} [charStyle.fontStyle] Font style (italic|normal)
         */
        _setTextStyles: function(ctx, charStyle, forMeasuring) {
          ctx.textBaseline = 'alphabetic';
          ctx.font = this._getFontDeclaration(charStyle, forMeasuring);
        },

        /**
         * calculate and return the text Width measuring each line.
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @return {Number} Maximum width of fabric.Text object
         */
        calcTextWidth: function() {
          var maxWidth = this.getLineWidth(0);

          for (var i = 1, len = this._textLines.length; i < len; i++) {
            var currentLineWidth = this.getLineWidth(i);
            if (currentLineWidth > maxWidth) {
              maxWidth = currentLineWidth;
            }
          }
          return maxWidth;
        },

        /**
         * @private
         * @param {String} method Method name ("fillText" or "strokeText")
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {String} line Text to render
         * @param {Number} left Left position of text
         * @param {Number} top Top position of text
         * @param {Number} lineIndex Index of a line in a text
         */
        _renderTextLine: function(method, ctx, line, left, top, lineIndex) {
          this._renderChars(method, ctx, line, left, top, lineIndex);
        },

        /**
         * Renders the text background for lines, taking care of style
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderTextLinesBackground: function(ctx) {
          Eif (!this.textBackgroundColor && !this.styleHas('textBackgroundColor')) {
            return;
          }
          var lineTopOffset = 0, heightOfLine,
              lineLeftOffset, originalFill = ctx.fillStyle,
              line, lastColor,
              leftOffset = this._getLeftOffset(),
              topOffset = this._getTopOffset(),
              boxStart = 0, boxWidth = 0, charBox, currentColor;

          for (var i = 0, len = this._textLines.length; i < len; i++) {
            heightOfLine = this.getHeightOfLine(i);
            if (!this.textBackgroundColor && !this.styleHas('textBackgroundColor', i)) {
              lineTopOffset += heightOfLine;
              continue;
            }
            line = this._textLines[i];
            lineLeftOffset = this._getLineLeftOffset(i);
            boxWidth = 0;
            boxStart = 0;
            lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');
            for (var j = 0, jlen = line.length; j < jlen; j++) {
              charBox = this.__charBounds[i][j];
              currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');
              if (currentColor !== lastColor) {
                ctx.fillStyle = lastColor;
                lastColor && ctx.fillRect(
                  leftOffset + lineLeftOffset + boxStart,
                  topOffset + lineTopOffset,
                  boxWidth,
                  heightOfLine / this.lineHeight
                );
                boxStart = charBox.left;
                boxWidth = charBox.width;
                lastColor = currentColor;
              }
              else {
                boxWidth += charBox.kernedWidth;
              }
            }
            if (currentColor) {
              ctx.fillStyle = currentColor;
              ctx.fillRect(
                leftOffset + lineLeftOffset + boxStart,
                topOffset + lineTopOffset,
                boxWidth,
                heightOfLine / this.lineHeight
              );
            }
            lineTopOffset += heightOfLine;
          }
          ctx.fillStyle = originalFill;
          // if there is text background color no
          // other shadows should be casted
          this._removeShadow(ctx);
        },

        /**
         * @private
         * @param {Object} decl style declaration for cache
         * @param {String} decl.fontFamily fontFamily
         * @param {String} decl.fontStyle fontStyle
         * @param {String} decl.fontWeight fontWeight
         * @return {Object} reference to cache
         */
        getFontCache: function(decl) {
          var fontFamily = decl.fontFamily.toLowerCase();
          if (!fabric.charWidthsCache[fontFamily]) {
            fabric.charWidthsCache[fontFamily] = { };
          }
          var cache = fabric.charWidthsCache[fontFamily],
              cacheProp = decl.fontStyle.toLowerCase() + '_' + (decl.fontWeight + '').toLowerCase();
          if (!cache[cacheProp]) {
            cache[cacheProp] = { };
          }
          return cache[cacheProp];
        },

        /**
         * apply all the character style to canvas for rendering
         * @private
         * @param {String} _char
         * @param {Number} lineIndex
         * @param {Number} charIndex
         * @param {Object} [decl]
         */
        _applyCharStyles: function(method, ctx, lineIndex, charIndex, styleDeclaration) {

          this._setFillStyles(ctx, styleDeclaration);
          this._setStrokeStyles(ctx, styleDeclaration);

          ctx.font = this._getFontDeclaration(styleDeclaration);
        },

        /**
         * measure and return the width of a single character.
         * possibly overridden to accommodate different measure logic or
         * to hook some external lib for character measurement
         * @private
         * @param {String} char to be measured
         * @param {Object} charStyle style of char to be measured
         * @param {String} [previousChar] previous char
         * @param {Object} [prevCharStyle] style of previous char
         */
        _measureChar: function(_char, charStyle, previousChar, prevCharStyle) {
          // first i try to return from cache
          var fontCache = this.getFontCache(charStyle), fontDeclaration = this._getFontDeclaration(charStyle),
              previousFontDeclaration = this._getFontDeclaration(prevCharStyle), couple = previousChar + _char,
              stylesAreEqual = fontDeclaration === previousFontDeclaration, width, coupleWidth, previousWidth,
              fontMultiplier = charStyle.fontSize / CACHE_FONT_SIZE, kernedWidth;

          if (previousChar && fontCache[previousChar]) {
            previousWidth = fontCache[previousChar];
          }
          if (fontCache[_char]) {
            kernedWidth = width = fontCache[_char];
          }
          if (stylesAreEqual && fontCache[couple]) {
            coupleWidth = fontCache[couple];
            kernedWidth = coupleWidth - previousWidth;
          }
          if (!width || !previousWidth || !coupleWidth) {
            var ctx = this.getMeasuringContext();
            // send a TRUE to specify measuring font size CACHE_FONT_SIZE
            this._setTextStyles(ctx, charStyle, true);
          }
          if (!width) {
            kernedWidth = width = ctx.measureText(_char).width;
            fontCache[_char] = width;
          }
          Iif (!previousWidth && stylesAreEqual && previousChar) {
            previousWidth = ctx.measureText(previousChar).width;
            fontCache[previousChar] = previousWidth;
          }
          if (stylesAreEqual && !coupleWidth) {
            // we can measure the kerning couple and subtract the width of the previous character
            coupleWidth = ctx.measureText(couple).width;
            fontCache[couple] = coupleWidth;
            kernedWidth = coupleWidth - previousWidth;
            // try to fix a MS browsers oddity
            Iif (kernedWidth > width) {
              var diff = kernedWidth - width;
              fontCache[_char] = kernedWidth;
              fontCache[couple] += diff;
              width = kernedWidth;
            }
          }
          return { width: width * fontMultiplier, kernedWidth: kernedWidth * fontMultiplier };
        },

        /**
         * return height of char in fontSize for a character at lineIndex, charIndex
         * @param {Number} l line Index
         * @param {Number} c char index
         * @return {Number} fontSize of that character
         */
        getHeightOfChar: function(l, c) {
          return this.getValueOfPropertyAt(l, c, 'fontSize');
        },

        /**
         * measure a text line measuring all characters.
         * @param {Number} lineIndex line number
         * @return {Number} Line width
         */
        measureLine: function(lineIndex) {
          var lineInfo = this._measureLine(lineIndex);
          Iif (this.charSpacing !== 0) {
            lineInfo.width -= this._getWidthOfCharSpacing();
          }
          Iif (lineInfo.width < 0) {
            lineInfo.width = 0;
          }
          return lineInfo;
        },

        /**
         * measure every grapheme of a line, populating __charBounds
         * @param {Number} lineIndex
         * @return {Object} object.width total width of characters
         * @return {Object} object.widthOfSpaces length of chars that match this._reSpacesAndTabs
         */
        _measureLine: function(lineIndex) {
          var width = 0, i, grapheme, line = this._textLines[lineIndex], prevGrapheme,
              graphemeInfo, numOfSpaces = 0, lineBounds = new Array(line.length);

          this.__charBounds[lineIndex] = lineBounds;
          for (i = 0; i < line.length; i++) {
            grapheme = line[i];
            graphemeInfo = this._getGraphemeBox(grapheme, lineIndex, i, prevGrapheme);
            lineBounds[i] = graphemeInfo;
            width += graphemeInfo.kernedWidth;
            prevGrapheme = grapheme;
          }
          // this latest bound box represent the last character of the line
          // to simplify cursor handling in interactive mode.
          lineBounds[i] = {
            left: graphemeInfo ? graphemeInfo.left + graphemeInfo.width : 0,
            width: 0,
            kernedWidth: 0,
            height: this.fontSize
          };
          return { width: width, numOfSpaces: numOfSpaces };
        },

        /**
         * Measure and return the info of a single grapheme.
         * needs the the info of previous graphemes already filled
         * @private
         * @param {String} grapheme to be measured
         * @param {Number} lineIndex index of the line where the char is
         * @param {Number} charIndex position in the line
         * @param {String} [previousChar] character preceding the one to be measured
         */
        _getGraphemeBox: function(grapheme, lineIndex, charIndex, previousGrapheme, skipLeft) {
          var charStyle = this.getCompleteStyleDeclaration(lineIndex, charIndex),
              prevCharStyle = previousGrapheme ? this.getCompleteStyleDeclaration(lineIndex, charIndex - 1) : { },
              info = this._measureChar(grapheme, charStyle, previousGrapheme, prevCharStyle),
              kernedWidth = info.kernedWidth, width = info.width;

          Iif (this.charSpacing !== 0) {
            width += this._getWidthOfCharSpacing();
            kernedWidth += this._getWidthOfCharSpacing();
          }
          var box = {
            width: width,
            left: 0,
            height: charStyle.fontSize,
            kernedWidth: kernedWidth,
          };
          if (charIndex > 0 && !skipLeft) {
            var previousBox = this.__charBounds[lineIndex][charIndex - 1];
            box.left = previousBox.left + previousBox.width + info.kernedWidth - info.width;
          }
          return box;
        },

        /**
         * Calculate height of chosen line
         * height of line is based mainly on fontSize
         * @private
         * @param {Number} lineIndex index of the line to calculate
         */
        getHeightOfLine: function(lineIndex) {
          if (this.__lineHeights[lineIndex]) {
            return this.__lineHeights[lineIndex];
          }

          var line = this._textLines[lineIndex],
              maxHeight = this.getHeightOfChar(lineIndex, 0);

          for (var i = 1, len = line.length; i < len; i++) {
            var currentCharHeight = this.getHeightOfChar(lineIndex, i);
            if (currentCharHeight > maxHeight) {
              maxHeight = currentCharHeight;
            }
          }
          this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;
          return this.__lineHeights[lineIndex];
        },

        /**
         * calculate text box height
         * @private
         */
        calcTextHeight: function() {
          var lineHeight, height = 0;
          for (var i = 0, len = this._textLines.length; i < len; i++) {
            lineHeight = this.getHeightOfLine(i);
            height += (i === len - 1 ? lineHeight / this.lineHeight : lineHeight);
          }
          return height;
        },

        /**
         * @private
         * @return {Number} Left offset
         */
        _getLeftOffset: function() {
          return -this.width / 2;
        },

        /**
         * @private
         * @return {Number} Top offset
         */
        _getTopOffset: function() {
          return -this.height / 2;
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {String} method Method name ("fillText" or "strokeText")
         */
        _renderTextCommon: function(ctx, method) {
          ctx.save();
          var lineHeights = 0, left = this._getLeftOffset(), top = this._getTopOffset(),
              offsets = this._applyPatternGradientTransform(ctx, method === 'fillText' ? this.fill : this.stroke);
          for (var i = 0, len = this._textLines.length; i < len; i++) {
            var heightOfLine = this.getHeightOfLine(i),
                maxHeight = heightOfLine / this.lineHeight,
                leftOffset = this._getLineLeftOffset(i);
            this._renderTextLine(
              method,
              ctx,
              this._textLines[i],
              left + leftOffset - offsets.offsetX,
              top + lineHeights + maxHeight - offsets.offsetY,
              i
            );
            lineHeights += heightOfLine;
          }
          ctx.restore();
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderTextFill: function(ctx) {
          Iif (!this.fill && !this.styleHas('fill')) {
            return;
          }

          this._renderTextCommon(ctx, 'fillText');
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderTextStroke: function(ctx) {
          Eif ((!this.stroke || this.strokeWidth === 0) && this.isEmptyStyles()) {
            return;
          }

          if (this.shadow && !this.shadow.affectStroke) {
            this._removeShadow(ctx);
          }

          ctx.save();
          this._setLineDash(ctx, this.strokeDashArray);
          ctx.beginPath();
          this._renderTextCommon(ctx, 'strokeText');
          ctx.closePath();
          ctx.restore();
        },

        /**
         * @private
         * @param {String} method
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {String} line Content of the line
         * @param {Number} left
         * @param {Number} top
         * @param {Number} lineIndex
         * @param {Number} charOffset
         */
        _renderChars: function(method, ctx, line, left, top, lineIndex) {
          // set proper line offset
          var lineHeight = this.getHeightOfLine(lineIndex),
              isJustify = this.textAlign.indexOf('justify') !== -1,
              actualStyle,
              nextStyle,
              charsToRender = '',
              charBox,
              boxWidth = 0,
              timeToRender,
              shortCut = !isJustify && this.isEmptyStyles(lineIndex);

          ctx.save();
          top -= lineHeight * this._fontSizeFraction / this.lineHeight;
          Eif (shortCut) {
            // render all the line in one pass without checking
            this._renderChar(method, ctx, lineIndex, 0, this.textLines[lineIndex], left, top, lineHeight);
            ctx.restore();
            return;
          }
          for (var i = 0, len = line.length - 1; i <= len; i++) {
            timeToRender = i === len || this.charSpacing;
            charsToRender += line[i];
            charBox = this.__charBounds[lineIndex][i];
            if (boxWidth === 0) {
              left += charBox.kernedWidth - charBox.width;
              boxWidth += charBox.width;
            }
            else {
              boxWidth += charBox.kernedWidth;
            }
            if (isJustify && !timeToRender) {
              if (this._reSpaceAndTab.test(line[i])) {
                timeToRender = true;
              }
            }
            if (!timeToRender) {
              // if we have charSpacing, we render char by char
              actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);
              nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);
              timeToRender = this._hasStyleChanged(actualStyle, nextStyle);
            }
            if (timeToRender) {
              this._renderChar(method, ctx, lineIndex, i, charsToRender, left, top, lineHeight);
              charsToRender = '';
              actualStyle = nextStyle;
              left += boxWidth;
              boxWidth = 0;
            }
          }
          ctx.restore();
        },

        /**
         * @private
         * @param {String} method
         * @param {CanvasRenderingContext2D} ctx Context to render on
         * @param {Number} lineIndex
         * @param {Number} charIndex
         * @param {String} _char
         * @param {Number} left Left coordinate
         * @param {Number} top Top coordinate
         * @param {Number} lineHeight Height of the line
         */
        _renderChar: function(method, ctx, lineIndex, charIndex, _char, left, top) {
          var decl = this._getStyleDeclaration(lineIndex, charIndex),
              fullDecl = this.getCompleteStyleDeclaration(lineIndex, charIndex),
              shouldFill = method === 'fillText' && fullDecl.fill,
              shouldStroke = method === 'strokeText' && fullDecl.stroke && fullDecl.strokeWidth;

          Iif (!shouldStroke && !shouldFill) {
            return;
          }
          decl && ctx.save();

          this._applyCharStyles(method, ctx, lineIndex, charIndex, fullDecl);

          Iif (decl && decl.textBackgroundColor) {
            this._removeShadow(ctx);
          }
          shouldFill && ctx.fillText(_char, left, top);
          shouldStroke && ctx.strokeText(_char, left, top);
          decl && ctx.restore();
        },

        /**
         * @private
         * @param {Object} prevStyle
         * @param {Object} thisStyle
         */
        _hasStyleChanged: function(prevStyle, thisStyle) {
          return prevStyle.fill !== thisStyle.fill ||
                  prevStyle.stroke !== thisStyle.stroke ||
                  prevStyle.strokeWidth !== thisStyle.strokeWidth ||
                  prevStyle.fontSize !== thisStyle.fontSize ||
                  prevStyle.fontFamily !== thisStyle.fontFamily ||
                  prevStyle.fontWeight !== thisStyle.fontWeight ||
                  prevStyle.fontStyle !== thisStyle.fontStyle;
        },

        /**
         * @private
         * @param {Object} prevStyle
         * @param {Object} thisStyle
         */
        _hasStyleChangedForSvg: function(prevStyle, thisStyle) {
          return this._hasStyleChanged(prevStyle, thisStyle) ||
            prevStyle.overline !== thisStyle.overline ||
            prevStyle.underline !== thisStyle.underline ||
            prevStyle.linethrough !== thisStyle.linethrough;
        },

        /**
         * @private
         * @param {Number} lineIndex index text line
         * @return {Number} Line left offset
         */
        _getLineLeftOffset: function(lineIndex) {
          var lineWidth = this.getLineWidth(lineIndex);
          if (this.textAlign === 'center') {
            return (this.width - lineWidth) / 2;
          }
          Iif (this.textAlign === 'right') {
            return this.width - lineWidth;
          }
          Iif (this.textAlign === 'justify-center' && this.isEndOfWrapping(lineIndex)) {
            return (this.width - lineWidth) / 2;
          }
          Iif (this.textAlign === 'justify-right' && this.isEndOfWrapping(lineIndex)) {
            return this.width - lineWidth;
          }
          return 0;
        },

        /**
         * @private
         */
        _clearCache: function() {
          this.__lineWidths = [];
          this.__lineHeights = [];
          this.__charBounds = [];
        },

        /**
         * @private
         */
        _shouldClearDimensionCache: function() {
          var shouldClear = this._forceClearCache;
          shouldClear || (shouldClear = this.hasStateChanged('_dimensionAffectingProps'));
          if (shouldClear) {
            this.dirty = true;
            this._forceClearCache = false;
          }
          return shouldClear;
        },

        /**
         * Measure a single line given its index. Used to calculate the initial
         * text bounding box. The values are calculated and stored in __lineWidths cache.
         * @private
         * @param {Number} lineIndex line number
         * @return {Number} Line width
         */
        getLineWidth: function(lineIndex) {
          if (this.__lineWidths[lineIndex]) {
            return this.__lineWidths[lineIndex];
          }

          var width, line = this._textLines[lineIndex], lineInfo;

          Iif (line === '') {
            width = 0;
          }
          else {
            lineInfo = this.measureLine(lineIndex);
            width = lineInfo.width;
          }
          this.__lineWidths[lineIndex] = width;
          return width;
        },

        _getWidthOfCharSpacing: function() {
          if (this.charSpacing !== 0) {
            return this.fontSize * this.charSpacing / 1000;
          }
          return 0;
        },

        /**
         * @private
         * @param {Number} LineIndex
         * @param {Number} charIndex
         * @param {String} property

         */
        getValueOfPropertyAt: function(lineIndex, charIndex, property) {
          var charStyle = this._getStyleDeclaration(lineIndex, charIndex),
              styleDecoration = charStyle && typeof charStyle[property] !== 'undefined';
          return styleDecoration ? charStyle[property] : this[property];
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _renderTextDecoration: function(ctx, type) {
          Eif (!this[type] && !this.styleHas(type)) {
            return;
          }
          var heightOfLine,
              lineLeftOffset,
              line, lastDecoration,
              leftOffset = this._getLeftOffset(),
              topOffset = this._getTopOffset(),
              boxStart, boxWidth, charBox, currentDecoration,
              maxHeight, currentFill, lastFill;

          for (var i = 0, len = this._textLines.length; i < len; i++) {
            heightOfLine = this.getHeightOfLine(i);
            if (!this[type] && !this.styleHas(type, i)) {
              topOffset += heightOfLine;
              continue;
            }
            line = this._textLines[i];
            maxHeight = heightOfLine / this.lineHeight;
            lineLeftOffset = this._getLineLeftOffset(i);
            boxStart = 0;
            boxWidth = 0;
            lastDecoration = this.getValueOfPropertyAt(i, 0, type);
            lastFill = this.getValueOfPropertyAt(i, 0, 'fill');
            for (var j = 0, jlen = line.length; j < jlen; j++) {
              charBox = this.__charBounds[i][j];
              currentDecoration = this.getValueOfPropertyAt(i, j, type);
              currentFill = this.getValueOfPropertyAt(i, j, 'fill');
              if ((currentDecoration !== lastDecoration || currentFill !== lastFill) && boxWidth > 0) {
                ctx.fillStyle = lastFill;
                lastDecoration && lastFill && ctx.fillRect(
                  leftOffset + lineLeftOffset + boxStart,
                  topOffset + maxHeight * (1 - this._fontSizeFraction) + this.offsets[type] * this.fontSize,
                  boxWidth,
                  this.fontSize / 15);
                boxStart = charBox.left;
                boxWidth = charBox.width;
                lastDecoration = currentDecoration;
                lastFill = currentFill;
              }
              else {
                boxWidth += charBox.kernedWidth;
              }
            }
            ctx.fillStyle = currentFill;
            currentDecoration && currentFill && ctx.fillRect(
              leftOffset + lineLeftOffset + boxStart,
              topOffset + maxHeight * (1 - this._fontSizeFraction) + this.offsets[type] * this.fontSize,
              boxWidth,
              this.fontSize / 15
            );
            topOffset += heightOfLine;
          }
          // if there is text background color no
          // other shadows should be casted
          this._removeShadow(ctx);
        },

        /**
         * return font declaration string for canvas context
         * @param {Object} [styleObject] object
         * @returns {String} font declaration formatted for canvas context.
         */
        _getFontDeclaration: function(styleObject, forMeasuring) {
          var style = styleObject || this;
          return [
            // node-canvas needs "weight style", while browsers need "style weight"
            (fabric.isLikelyNode ? style.fontWeight : style.fontStyle),
            (fabric.isLikelyNode ? style.fontStyle : style.fontWeight),
            forMeasuring ? CACHE_FONT_SIZE + 'px' : style.fontSize + 'px',
            (fabric.isLikelyNode ? ('"' + style.fontFamily + '"') : style.fontFamily)
          ].join(' ');
        },

        /**
         * Renders text instance on a specified context
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        render: function(ctx) {
          // do not render if object is not visible
          Iif (!this.visible) {
            return;
          }
          Iif (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {
            return;
          }
          Iif (this._shouldClearDimensionCache()) {
            this.initDimensions();
          }
          this.callSuper('render', ctx);
        },

        /**
         * Returns the text as an array of lines.
         * @param {String} text text to split
         * @returns {Array} Lines in the text
         */
        _splitTextIntoLines: function(text) {
          var lines = text.split(this._reNewline),
              newLines = new Array(lines.length),
              newLine = ['\n'],
              newText = [];
          for (var i = 0; i < lines.length; i++) {
            newLines[i] = fabric.util.string.graphemeSplit(lines[i]);
            newText = newText.concat(newLines[i], newLine);
          }
          newText.pop();
          return { _unwrappedLines: newLines, lines: lines, graphemeText: newText, graphemeLines: newLines };
        },

        /**
         * Returns object representation of an instance
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} Object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          var additionalProperties = [
            'text',
            'fontSize',
            'fontWeight',
            'fontFamily',
            'fontStyle',
            'lineHeight',
            'underline',
            'overline',
            'linethrough',
            'textAlign',
            'textBackgroundColor',
            'charSpacing',
          ].concat(propertiesToInclude);
          var obj = this.callSuper('toObject', additionalProperties);
          obj.styles = clone(this.styles, true);
          return obj;
        },

        /**
         * Sets property to a given value. When changing position/dimension -related properties (left, top, scale, angle, etc.) `set` does not update position of object's borders/controls. If you need to update those, call `setCoords()`.
         * @param {String|Object} key Property name or object (if object, iterate over the object properties)
         * @param {Object|Function} value Property value (if function, the value is passed into it and its return value is used as a new one)
         * @return {fabric.Object} thisArg
         * @chainable
         */
        set: function(key, value) {
          this.callSuper('set', key, value);
          var needsDims = false;
          if (typeof key === 'object') {
            for (var _key in key) {
              needsDims = needsDims || this._dimensionAffectingProps.indexOf(_key) !== -1;
            }
          }
          else {
            needsDims = this._dimensionAffectingProps.indexOf(key) !== -1;
          }
          if (needsDims) {
            this.initDimensions();
            this.setCoords();
          }
          return this;
        },

        /**
         * Returns complexity of an instance
         * @return {Number} complexity
         */
        complexity: function() {
          return 1;
        }
      });

      /* _FROM_SVG_START_ */
      /**
       * List of attribute names to account for when parsing SVG element (used by {@link fabric.Text.fromElement})
       * @static
       * @memberOf fabric.Text
       * @see: http://www.w3.org/TR/SVG/text.html#TextElement
       */
      fabric.Text.ATTRIBUTE_NAMES = fabric.SHARED_ATTRIBUTES.concat(
        'x y dx dy font-family font-style font-weight font-size text-decoration text-anchor'.split(' '));

      /**
       * Default SVG font size
       * @static
       * @memberOf fabric.Text
       */
      fabric.Text.DEFAULT_SVG_FONT_SIZE = 16;

      /**
       * Returns fabric.Text instance from an SVG element (<b>not yet implemented</b>)
       * @static
       * @memberOf fabric.Text
       * @param {SVGElement} element Element to parse
       * @param {Function} callback callback function invoked after parsing
       * @param {Object} [options] Options object
       */
      fabric.Text.fromElement = function(element, callback, options) {
        if (!element) {
          return callback(null);
        }

        var parsedAttributes = fabric.parseAttributes(element, fabric.Text.ATTRIBUTE_NAMES),
            parsedAnchor = parsedAttributes.textAnchor || 'left';
        options = fabric.util.object.extend((options ? clone(options) : { }), parsedAttributes);

        options.top = options.top || 0;
        options.left = options.left || 0;
        if (parsedAttributes.textDecoration) {
          var textDecoration = parsedAttributes.textDecoration;
          Eif (textDecoration.indexOf('underline') !== -1) {
            options.underline = true;
          }
          Iif (textDecoration.indexOf('overline') !== -1) {
            options.overline = true;
          }
          Iif (textDecoration.indexOf('line-through') !== -1) {
            options.linethrough = true;
          }
          delete options.textDecoration;
        }
        Iif ('dx' in parsedAttributes) {
          options.left += parsedAttributes.dx;
        }
        Iif ('dy' in parsedAttributes) {
          options.top += parsedAttributes.dy;
        }
        if (!('fontSize' in options)) {
          options.fontSize = fabric.Text.DEFAULT_SVG_FONT_SIZE;
        }

        var textContent = '';

        // The XML is not properly parsed in IE9 so a workaround to get
        // textContent is through firstChild.data. Another workaround would be
        // to convert XML loaded from a file to be converted using DOMParser (same way loadSVGFromString() does)
        Iif (!('textContent' in element)) {
          if ('firstChild' in element && element.firstChild !== null) {
            if ('data' in element.firstChild && element.firstChild.data !== null) {
              textContent = element.firstChild.data;
            }
          }
        }
        else {
          textContent = element.textContent;
        }

        textContent = textContent.replace(/^\s+|\s+$|\n+/g, '').replace(/\s+/g, ' ');

        var text = new fabric.Text(textContent, options),
            textHeightScaleFactor = text.getScaledHeight() / text.height,
            lineHeightDiff = (text.height + text.strokeWidth) * text.lineHeight - text.height,
            scaledDiff = lineHeightDiff * textHeightScaleFactor,
            textHeight = text.getScaledHeight() + scaledDiff,
            offX = 0;
        /*
          Adjust positioning:
            x/y attributes in SVG correspond to the bottom-left corner of text bounding box
            fabric output by default at top, left.
        */
        if (parsedAnchor === 'center') {
          offX = text.getScaledWidth() / 2;
        }
        Iif (parsedAnchor === 'right') {
          offX = text.getScaledWidth();
        }
        text.set({
          left: text.left - offX,
          top: text.top - (textHeight - text.fontSize * (0.18 + text._fontSizeFraction)) / text.lineHeight
        });
        callback(text);
      };
      /* _FROM_SVG_END_ */

      /**
       * Returns fabric.Text instance from an object representation
       * @static
       * @memberOf fabric.Text
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] Callback to invoke when an fabric.Text instance is created
       */
      fabric.Text.fromObject = function(object, callback) {
        return fabric.Object._fromObject('Text', object, callback, 'text');
      };

      fabric.util.createAccessors && fabric.util.createAccessors(fabric.Text);

    })(typeof exports !== 'undefined' ? exports : this);

    (function() {
      fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {
        /**
         * Returns true if object has no styling or no styling in a line
         * @param {Number} lineIndex
         * @return {Boolean}
         */
        isEmptyStyles: function(lineIndex) {
          Iif (!this.styles) {
            return true;
          }
          if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {
            return true;
          }
          var obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };
          for (var p1 in obj) {
            for (var p2 in obj[p1]) {
              // eslint-disable-next-line no-unused-vars
              for (var p3 in obj[p1][p2]) {
                return false;
              }
            }
          }
          return true;
        },

        /**
         * Returns true if object has a style property or has it ina specified line
         * @param {Number} lineIndex
         * @return {Boolean}
         */
        styleHas: function(property, lineIndex) {
          Iif (!this.styles || !property || property === '') {
            return false;
          }
          if (typeof lineIndex !== 'undefined' && !this.styles[lineIndex]) {
            return false;
          }
          var obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };
          // eslint-disable-next-line
          for (var p1 in obj) {
            // eslint-disable-next-line
            for (var p2 in obj[p1]) {
              if (typeof obj[p1][p2][property] !== 'undefined') {
                return true;
              }
            }
          }
          return false;
        },

        /**
         * Check if characters in a text have a value for a property
         * whose value matches the textbox's value for that property.  If so,
         * the character-level property is deleted.  If the character
         * has no other properties, then it is also deleted.  Finally,
         * if the line containing that character has no other characters
         * then it also is deleted.
         *
         * @param {string} property The property to compare between characters and text.
         */
        cleanStyle: function(property) {
          Iif (!this.styles || !property || property === '') {
            return false;
          }
          var obj = this.styles, stylesCount = 0, letterCount, foundStyle = false, style,
              canBeSwapped = true, graphemeCount = 0;
          // eslint-disable-next-line
          for (var p1 in obj) {
            letterCount = 0;
            // eslint-disable-next-line
            for (var p2 in obj[p1]) {
              stylesCount++;
              if (!foundStyle) {
                style = obj[p1][p2][property];
                foundStyle = true;
              }
              else Iif (obj[p1][p2][property] !== style) {
                canBeSwapped = false;
              }
              if (obj[p1][p2][property] === this[property]) {
                delete obj[p1][p2][property];
              }
              if (Object.keys(obj[p1][p2]).length !== 0) {
                letterCount++;
              }
              else {
                delete obj[p1][p2];
              }
            }
            if (letterCount === 0) {
              delete obj[p1];
            }
          }
          // if every grapheme has the same style set then
          // delete those styles and set it on the parent
          for (var i = 0; i < this._textLines.length; i++) {
            graphemeCount += this._textLines[i].length;
          }
          if (canBeSwapped && stylesCount === graphemeCount) {
            this[property] = style;
            this.removeStyle(property);
          }
        },

        /**
         * Remove a style property or properties from all individual character styles
         * in a text object.  Deletes the character style object if it contains no other style
         * props.  Deletes a line style object if it contains no other character styles.
         *
         * @param {String} props The property to remove from character styles.
         */
        removeStyle: function(property) {
          Iif (!this.styles || !property || property === '') {
            return;
          }
          var obj = this.styles, line, lineNum, charNum;
          for (lineNum in obj) {
            line = obj[lineNum];
            for (charNum in line) {
              delete line[charNum][property];
              if (Object.keys(line[charNum]).length === 0) {
                delete line[charNum];
              }
            }
            if (Object.keys(line).length === 0) {
              delete obj[lineNum];
            }
          }
        },

        /**
         * @private
         */
        _extendStyles: function(index, styles) {
          var loc = this.get2DCursorLocation(index);

          Iif (!this._getLineStyle(loc.lineIndex)) {
            this._setLineStyle(loc.lineIndex, {});
          }

          Iif (!this._getStyleDeclaration(loc.lineIndex, loc.charIndex)) {
            this._setStyleDeclaration(loc.lineIndex, loc.charIndex, {});
          }

          fabric.util.object.extend(this._getStyleDeclaration(loc.lineIndex, loc.charIndex), styles);
        },

        /**
         * Returns 2d representation (lineIndex and charIndex) of cursor (or selection start)
         * @param {Number} [selectionStart] Optional index. When not given, current selectionStart is used.
         * @param {Boolean} [skipWrapping] consider the location for unwrapped lines. usefull to manage styles.
         */
        get2DCursorLocation: function(selectionStart, skipWrapping) {
          if (typeof selectionStart === 'undefined') {
            selectionStart = this.selectionStart;
          }
          var lines = skipWrapping ? this._unwrappedTextLines : this._textLines;
          var len = lines.length;
          for (var i = 0; i < len; i++) {
            if (selectionStart <= lines[i].length) {
              return {
                lineIndex: i,
                charIndex: selectionStart
              };
            }
            selectionStart -= lines[i].length + 1;
          }
          return {
            lineIndex: i - 1,
            charIndex: lines[i - 1].length < selectionStart ? lines[i - 1].length : selectionStart
          };
        },

        /**
         * Gets style of a current selection/cursor (at the start position)
         * if startIndex or endIndex are not provided, slectionStart or selectionEnd will be used.
         * @param {Number} [startIndex] Start index to get styles at
         * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1
         * @param {Boolean} [complete] get full style or not
         * @return {Array} styles an array with one, zero or more Style objects
         */
        getSelectionStyles: function(startIndex, endIndex, complete) {
          if (typeof startIndex === 'undefined') {
            startIndex = this.selectionStart || 0;
          }
          if (typeof endIndex === 'undefined') {
            endIndex = this.selectionEnd || startIndex;
          }
          var styles = [];
          for (var i = startIndex; i < endIndex; i++) {
            styles.push(this.getStyleAtPosition(i, complete));
          }
          return styles;
        },

        /**
         * Gets style of a current selection/cursor position
         * @param {Number} position  to get styles at
         * @param {Boolean} [complete] full style if true
         * @return {Object} style Style object at a specified index
         * @private
         */
        getStyleAtPosition: function(position, complete) {
          var loc = this.get2DCursorLocation(position),
              style = complete ? this.getCompleteStyleDeclaration(loc.lineIndex, loc.charIndex) :
                this._getStyleDeclaration(loc.lineIndex, loc.charIndex);
          return style || {};
        },

        /**
         * Sets style of a current selection, if no selection exist, do not set anything.
         * @param {Object} [styles] Styles object
         * @param {Number} [startIndex] Start index to get styles at
         * @param {Number} [endIndex] End index to get styles at, if not specified selectionEnd or startIndex + 1
         * @return {fabric.IText} thisArg
         * @chainable
         */
        setSelectionStyles: function(styles, startIndex, endIndex) {
          if (typeof startIndex === 'undefined') {
            startIndex = this.selectionStart || 0;
          }
          if (typeof endIndex === 'undefined') {
            endIndex = this.selectionEnd || startIndex;
          }
          for (var i = startIndex; i < endIndex; i++) {
            this._extendStyles(i, styles);
          }
          /* not included in _extendStyles to avoid clearing cache more than once */
          this._forceClearCache = true;
          return this;
        },

        /**
         * get the reference, not a clone, of the style object for a given character
         * @param {Number} lineIndex
         * @param {Number} charIndex
         * @return {Object} style object
         */
        _getStyleDeclaration: function(lineIndex, charIndex) {
          var lineStyle = this.styles && this.styles[lineIndex];
          if (!lineStyle) {
            return null;
          }
          return lineStyle[charIndex];
        },

        /**
         * return a new object that contains all the style property for a character
         * the object returned is newly created
         * @param {Number} lineIndex of the line where the character is
         * @param {Number} charIndex position of the character on the line
         * @return {Object} style object
         */
        getCompleteStyleDeclaration: function(lineIndex, charIndex) {
          var style = this._getStyleDeclaration(lineIndex, charIndex) || { },
              styleObject = { }, prop;
          for (var i = 0; i < this._styleProperties.length; i++) {
            prop = this._styleProperties[i];
            styleObject[prop] = typeof style[prop] === 'undefined' ? this[prop] : style[prop];
          }
          return styleObject;
        },

        /**
         * @param {Number} lineIndex
         * @param {Number} charIndex
         * @param {Object} style
         * @private
         */
        _setStyleDeclaration: function(lineIndex, charIndex, style) {
          this.styles[lineIndex][charIndex] = style;
        },

        /**
         *
         * @param {Number} lineIndex
         * @param {Number} charIndex
         * @private
         */
        _deleteStyleDeclaration: function(lineIndex, charIndex) {
          delete this.styles[lineIndex][charIndex];
        },

        /**
         * @param {Number} lineIndex
         * @private
         */
        _getLineStyle: function(lineIndex) {
          return this.styles[lineIndex];
        },

        /**
         * @param {Number} lineIndex
         * @param {Object} style
         * @private
         */
        _setLineStyle: function(lineIndex, style) {
          this.styles[lineIndex] = style;
        },

        /**
         * @param {Number} lineIndex
         * @private
         */
        _deleteLineStyle: function(lineIndex) {
          delete this.styles[lineIndex];
        }
      });
    })();

    (function() {

      function parseDecoration(object) {
        Iif (object.textDecoration) {
          object.textDecoration.indexOf('underline') > -1 && (object.underline = true);
          object.textDecoration.indexOf('line-through') > -1 && (object.linethrough = true);
          object.textDecoration.indexOf('overline') > -1 && (object.overline = true);
          delete object.textDecoration;
        }
      }

      /**
       * IText class (introduced in <b>v1.4</b>) Events are also fired with "text:"
       * prefix when observing canvas.
       * @class fabric.IText
       * @extends fabric.Text
       * @mixes fabric.Observable
       *
       * @fires changed
       * @fires selection:changed
       * @fires editing:entered
       * @fires editing:exited
       *
       * @return {fabric.IText} thisArg
       * @see {@link fabric.IText#initialize} for constructor definition
       *
       * <p>Supported key combinations:</p>
       * <pre>
       *   Move cursor:                    left, right, up, down
       *   Select character:               shift + left, shift + right
       *   Select text vertically:         shift + up, shift + down
       *   Move cursor by word:            alt + left, alt + right
       *   Select words:                   shift + alt + left, shift + alt + right
       *   Move cursor to line start/end:  cmd + left, cmd + right or home, end
       *   Select till start/end of line:  cmd + shift + left, cmd + shift + right or shift + home, shift + end
       *   Jump to start/end of text:      cmd + up, cmd + down
       *   Select till start/end of text:  cmd + shift + up, cmd + shift + down or shift + pgUp, shift + pgDown
       *   Delete character:               backspace
       *   Delete word:                    alt + backspace
       *   Delete line:                    cmd + backspace
       *   Forward delete:                 delete
       *   Copy text:                      ctrl/cmd + c
       *   Paste text:                     ctrl/cmd + v
       *   Cut text:                       ctrl/cmd + x
       *   Select entire text:             ctrl/cmd + a
       *   Quit editing                    tab or esc
       * </pre>
       *
       * <p>Supported mouse/touch combination</p>
       * <pre>
       *   Position cursor:                click/touch
       *   Create selection:               click/touch & drag
       *   Create selection:               click & shift + click
       *   Select word:                    double click
       *   Select line:                    triple click
       * </pre>
       */
      fabric.IText = fabric.util.createClass(fabric.Text, fabric.Observable, /** @lends fabric.IText.prototype */ {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'i-text',

        /**
         * Index where text selection starts (or where cursor is when there is no selection)
         * @type Number
         * @default
         */
        selectionStart: 0,

        /**
         * Index where text selection ends
         * @type Number
         * @default
         */
        selectionEnd: 0,

        /**
         * Color of text selection
         * @type String
         * @default
         */
        selectionColor: 'rgba(17,119,255,0.3)',

        /**
         * Indicates whether text is in editing mode
         * @type Boolean
         * @default
         */
        isEditing: false,

        /**
         * Indicates whether a text can be edited
         * @type Boolean
         * @default
         */
        editable: true,

        /**
         * Border color of text object while it's in editing mode
         * @type String
         * @default
         */
        editingBorderColor: 'rgba(102,153,255,0.25)',

        /**
         * Width of cursor (in px)
         * @type Number
         * @default
         */
        cursorWidth: 2,

        /**
         * Color of default cursor (when not overwritten by character style)
         * @type String
         * @default
         */
        cursorColor: '#333',

        /**
         * Delay between cursor blink (in ms)
         * @type Number
         * @default
         */
        cursorDelay: 1000,

        /**
         * Duration of cursor fadein (in ms)
         * @type Number
         * @default
         */
        cursorDuration: 600,

        /**
         * Indicates whether internal text char widths can be cached
         * @type Boolean
         * @default
         */
        caching: true,

        /**
         * @private
         */
        _reSpace: /\s|\n/,

        /**
         * @private
         */
        _currentCursorOpacity: 0,

        /**
         * @private
         */
        _selectionDirection: null,

        /**
         * @private
         */
        _abortCursorAnimation: false,

        /**
         * @private
         */
        __widthOfSpace: [],

        /**
         * Helps determining when the text is in composition, so that the cursor
         * rendering is altered.
         */
        inCompositionMode: false,

        /**
         * Constructor
         * @param {String} text Text string
         * @param {Object} [options] Options object
         * @return {fabric.IText} thisArg
         */
        initialize: function(text, options) {
          this.callSuper('initialize', text, options);
          this.initBehavior();
        },

        /**
         * Sets selection start (left boundary of a selection)
         * @param {Number} index Index to set selection start to
         */
        setSelectionStart: function(index) {
          index = Math.max(index, 0);
          this._updateAndFire('selectionStart', index);
        },

        /**
         * Sets selection end (right boundary of a selection)
         * @param {Number} index Index to set selection end to
         */
        setSelectionEnd: function(index) {
          index = Math.min(index, this.text.length);
          this._updateAndFire('selectionEnd', index);
        },

        /**
         * @private
         * @param {String} property 'selectionStart' or 'selectionEnd'
         * @param {Number} index new position of property
         */
        _updateAndFire: function(property, index) {
          Eif (this[property] !== index) {
            this._fireSelectionChanged();
            this[property] = index;
          }
          this._updateTextarea();
        },

        /**
         * Fires the even of selection changed
         * @private
         */
        _fireSelectionChanged: function() {
          this.fire('selection:changed');
          this.canvas && this.canvas.fire('text:selection:changed', { target: this });
        },

        /**
         * Initialize text dimensions. Render all text on given context
         * or on a offscreen canvas to get the text width with measureText.
         * Updates this.width and this.height with the proper values.
         * Does not return dimensions.
         * @private
         */
        initDimensions: function() {
          this.isEditing && this.initDelayedCursor();
          this.clearContextTop();
          this.callSuper('initDimensions');
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        render: function(ctx) {
          this.clearContextTop();
          this.callSuper('render', ctx);
          // clear the cursorOffsetCache, so we ensure to calculate once per renderCursor
          // the correct position but not at every cursor animation.
          this.cursorOffsetCache = { };
          this.renderCursorOrSelection();
        },

        /**
         * @private
         * @param {CanvasRenderingContext2D} ctx Context to render on
         */
        _render: function(ctx) {
          this.callSuper('_render', ctx);
        },

        /**
         * Prepare and clean the contextTop
         */
        clearContextTop: function(skipRestore) {
          Eif (!this.isEditing) {
            return;
          }
          if (this.canvas && this.canvas.contextTop) {
            var ctx = this.canvas.contextTop, v = this.canvas.viewportTransform;
            ctx.save();
            ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
            this.transform(ctx);
            this.transformMatrix && ctx.transform.apply(ctx, this.transformMatrix);
            this._clearTextArea(ctx);
            skipRestore || ctx.restore();
          }
        },

        /**
         * Renders cursor or selection (depending on what exists)
         */
        renderCursorOrSelection: function() {
          Eif (!this.isEditing || !this.canvas) {
            return;
          }
          var boundaries = this._getCursorBoundaries(), ctx;
          if (this.canvas && this.canvas.contextTop) {
            ctx = this.canvas.contextTop;
            this.clearContextTop(true);
          }
          else {
            ctx = this.canvas.contextContainer;
            ctx.save();
          }
          if (this.selectionStart === this.selectionEnd) {
            this.renderCursor(boundaries, ctx);
          }
          else {
            this.renderSelection(boundaries, ctx);
          }
          ctx.restore();
        },

        _clearTextArea: function(ctx) {
          // we add 4 pixel, to be sure to do not leave any pixel out
          var width = this.width + 4, height = this.height + 4;
          ctx.clearRect(-width / 2, -height / 2, width, height);
        },

        /**
         * Returns cursor boundaries (left, top, leftOffset, topOffset)
         * @private
         * @param {Array} chars Array of characters
         * @param {String} typeOfBoundaries
         */
        _getCursorBoundaries: function(position) {

          // left/top are left/top of entire text box
          // leftOffset/topOffset are offset from that left/top point of a text box

          if (typeof position === 'undefined') {
            position = this.selectionStart;
          }

          var left = this._getLeftOffset(),
              top = this._getTopOffset(),
              offsets = this._getCursorBoundariesOffsets(position);

          return {
            left: left,
            top: top,
            leftOffset: offsets.left,
            topOffset: offsets.top
          };
        },

        /**
         * @private
         */
        _getCursorBoundariesOffsets: function(position) {
          if (this.cursorOffsetCache && 'top' in this.cursorOffsetCache) {
            return this.cursorOffsetCache;
          }
          var lineLeftOffset,
              lineIndex = 0,
              charIndex = 0,
              topOffset = 0,
              leftOffset = 0,
              boundaries,
              cursorPosition = this.get2DCursorLocation(position);
          for (var i = 0; i < cursorPosition.lineIndex; i++) {
            topOffset += this.getHeightOfLine(i);
          }

          lineLeftOffset = this._getLineLeftOffset(cursorPosition.lineIndex);
          var bound = this.__charBounds[cursorPosition.lineIndex][cursorPosition.charIndex];
          bound && (leftOffset = bound.left);
          if (this.charSpacing !== 0 && charIndex === this._textLines[lineIndex].length) {
            leftOffset -= this._getWidthOfCharSpacing();
          }
          boundaries = {
            top: topOffset,
            left: lineLeftOffset + (leftOffset > 0 ? leftOffset : 0),
          };
          this.cursorOffsetCache = boundaries;
          return this.cursorOffsetCache;
        },

        /**
         * Renders cursor
         * @param {Object} boundaries
         * @param {CanvasRenderingContext2D} ctx transformed context to draw on
         */
        renderCursor: function(boundaries, ctx) {
          var cursorLocation = this.get2DCursorLocation(),
              lineIndex = cursorLocation.lineIndex,
              charIndex = cursorLocation.charIndex > 0 ? cursorLocation.charIndex - 1 : 0,
              charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize'),
              multiplier = this.scaleX * this.canvas.getZoom(),
              cursorWidth = this.cursorWidth / multiplier,
              topOffset = boundaries.topOffset;

          topOffset += (1 - this._fontSizeFraction) * this.getHeightOfLine(lineIndex) / this.lineHeight
            - charHeight * (1 - this._fontSizeFraction);

          if (this.inCompositionMode) {
            this.renderSelection(boundaries, ctx);
          }

          ctx.fillStyle = this.getValueOfPropertyAt(lineIndex, charIndex, 'fill');
          ctx.globalAlpha = this.__isMousedown ? 1 : this._currentCursorOpacity;
          ctx.fillRect(
            boundaries.left + boundaries.leftOffset - cursorWidth / 2,
            topOffset + boundaries.top,
            cursorWidth,
            charHeight);
        },

        /**
         * Renders text selection
         * @param {Object} boundaries Object with left/top/leftOffset/topOffset
         * @param {CanvasRenderingContext2D} ctx transformed context to draw on
         */
        renderSelection: function(boundaries, ctx) {

          var selectionStart = this.inCompositionMode ? this.hiddenTextarea.selectionStart : this.selectionStart,
              selectionEnd = this.inCompositionMode ? this.hiddenTextarea.selectionEnd : this.selectionEnd,
              isJustify = this.textAlign.indexOf('justify') !== -1,
              start = this.get2DCursorLocation(selectionStart),
              end = this.get2DCursorLocation(selectionEnd),
              startLine = start.lineIndex,
              endLine = end.lineIndex,
              startChar = start.charIndex < 0 ? 0 : start.charIndex,
              endChar = end.charIndex < 0 ? 0 : end.charIndex;

          for (var i = startLine; i <= endLine; i++) {
            var lineOffset = this._getLineLeftOffset(i) || 0,
                lineHeight = this.getHeightOfLine(i),
                realLineHeight = 0, boxStart = 0, boxEnd = 0;

            if (i === startLine) {
              boxStart = this.__charBounds[startLine][startChar].left;
            }
            if (i >= startLine && i < endLine) {
              boxEnd = isJustify && !this.isEndOfWrapping(i) ? this.width : this.getLineWidth(i) || 5; // WTF is this 5?
            }
            else if (i === endLine) {
              if (endChar === 0) {
                boxEnd = this.__charBounds[endLine][endChar].left;
              }
              else {
                boxEnd = this.__charBounds[endLine][endChar - 1].left + this.__charBounds[endLine][endChar - 1].width;
              }
            }
            realLineHeight = lineHeight;
            if (this.lineHeight < 1 || (i === endLine && this.lineHeight > 1)) {
              lineHeight /= this.lineHeight;
            }
            if (this.inCompositionMode) {
              ctx.fillStyle = this.compositionColor || 'black';
              ctx.fillRect(
                boundaries.left + lineOffset + boxStart,
                boundaries.top + boundaries.topOffset + lineHeight,
                boxEnd - boxStart,
                1);
            }
            else {
              ctx.fillStyle = this.selectionColor;
              ctx.fillRect(
                boundaries.left + lineOffset + boxStart,
                boundaries.top + boundaries.topOffset,
                boxEnd - boxStart,
                lineHeight);
            }

            boundaries.topOffset += realLineHeight;
          }
        },

        /**
         * High level function to know the height of the cursor.
         * the currentChar is the one that precedes the cursor
         * Returns fontSize of char at the current cursor
         * @return {Number} Character font size
         */
        getCurrentCharFontSize: function() {
          var cp = this._getCurrentCharIndex();
          return this.getValueOfPropertyAt(cp.l, cp.c, 'fontSize');
        },

        /**
         * High level function to know the color of the cursor.
         * the currentChar is the one that precedes the cursor
         * Returns color (fill) of char at the current cursor
         * @return {String} Character color (fill)
         */
        getCurrentCharColor: function() {
          var cp = this._getCurrentCharIndex();
          return this.getValueOfPropertyAt(cp.l, cp.c, 'fill');
        },

        /**
         * Returns the cursor position for the getCurrent.. functions
         * @private
         */
        _getCurrentCharIndex: function() {
          var cursorPosition = this.get2DCursorLocation(this.selectionStart, true),
              charIndex = cursorPosition.charIndex > 0 ? cursorPosition.charIndex - 1 : 0;
          return { l: cursorPosition.lineIndex, c: charIndex };
        }
      });

      /**
       * Returns fabric.IText instance from an object representation
       * @static
       * @memberOf fabric.IText
       * @param {Object} object Object to create an instance from
       * @param {function} [callback] invoked with new instance as argument
       */
      fabric.IText.fromObject = function(object, callback) {
        parseDecoration(object);
        Eif (object.styles) {
          for (var i in object.styles) {
            for (var j in object.styles[i]) {
              parseDecoration(object.styles[i][j]);
            }
          }
        }
        fabric.Object._fromObject('IText', object, callback, 'text');
      };
    })();

    (function() {

      var clone = fabric.util.object.clone;

      fabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {

        /**
         * Initializes all the interactive behavior of IText
         */
        initBehavior: function() {
          this.initAddedHandler();
          this.initRemovedHandler();
          this.initCursorSelectionHandlers();
          this.initDoubleClickSimulation();
          this.mouseMoveHandler = this.mouseMoveHandler.bind(this);
        },

        onDeselect: function(options) {
          this.isEditing && this.exitEditing();
          this.selected = false;
          fabric.Object.prototype.onDeselect.call(this, options);
        },

        /**
         * Initializes "added" event handler
         */
        initAddedHandler: function() {
          var _this = this;
          this.on('added', function() {
            var canvas = _this.canvas;
            Eif (canvas) {
              if (!canvas._hasITextHandlers) {
                canvas._hasITextHandlers = true;
                _this._initCanvasHandlers(canvas);
              }
              canvas._iTextInstances = canvas._iTextInstances || [];
              canvas._iTextInstances.push(_this);
            }
          });
        },

        initRemovedHandler: function() {
          var _this = this;
          this.on('removed', function() {
            var canvas = _this.canvas;
            Eif (canvas) {
              canvas._iTextInstances = canvas._iTextInstances || [];
              fabric.util.removeFromArray(canvas._iTextInstances, _this);
              if (canvas._iTextInstances.length === 0) {
                canvas._hasITextHandlers = false;
                _this._removeCanvasHandlers(canvas);
              }
            }
          });
        },

        /**
         * register canvas event to manage exiting on other instances
         * @private
         */
        _initCanvasHandlers: function(canvas) {
          canvas._mouseUpITextHandler = (function() {
            if (canvas._iTextInstances) {
              canvas._iTextInstances.forEach(function(obj) {
                obj.__isMousedown = false;
              });
            }
          }).bind(this);
          canvas.on('mouse:up', canvas._mouseUpITextHandler);
        },

        /**
         * remove canvas event to manage exiting on other instances
         * @private
         */
        _removeCanvasHandlers: function(canvas) {
          canvas.off('mouse:up', canvas._mouseUpITextHandler);
        },

        /**
         * @private
         */
        _tick: function() {
          this._currentTickState = this._animateCursor(this, 1, this.cursorDuration, '_onTickComplete');
        },

        /**
         * @private
         */
        _animateCursor: function(obj, targetOpacity, duration, completeMethod) {

          var tickState;

          tickState = {
            isAborted: false,
            abort: function() {
              this.isAborted = true;
            },
          };

          obj.animate('_currentCursorOpacity', targetOpacity, {
            duration: duration,
            onComplete: function() {
              if (!tickState.isAborted) {
                obj[completeMethod]();
              }
            },
            onChange: function() {
              // we do not want to animate a selection, only cursor
              Iif (obj.canvas && obj.selectionStart === obj.selectionEnd) {
                obj.renderCursorOrSelection();
              }
            },
            abort: function() {
              return tickState.isAborted;
            }
          });
          return tickState;
        },

        /**
         * @private
         */
        _onTickComplete: function() {

          var _this = this;

          Iif (this._cursorTimeout1) {
            clearTimeout(this._cursorTimeout1);
          }
          this._cursorTimeout1 = setTimeout(function() {
            _this._currentTickCompleteState = _this._animateCursor(_this, 0, this.cursorDuration / 2, '_tick');
          }, 100);
        },

        /**
         * Initializes delayed cursor
         */
        initDelayedCursor: function(restart) {
          var _this = this,
              delay = restart ? 0 : this.cursorDelay;

          this.abortCursorAnimation();
          this._currentCursorOpacity = 1;
          this._cursorTimeout2 = setTimeout(function() {
            _this._tick();
          }, delay);
        },

        /**
         * Aborts cursor animation and clears all timeouts
         */
        abortCursorAnimation: function() {
          var shouldClear = this._currentTickState || this._currentTickCompleteState,
              canvas = this.canvas;
          this._currentTickState && this._currentTickState.abort();
          this._currentTickCompleteState && this._currentTickCompleteState.abort();

          clearTimeout(this._cursorTimeout1);
          clearTimeout(this._cursorTimeout2);

          this._currentCursorOpacity = 0;
          // to clear just itext area we need to transform the context
          // it may not be worth it
          Iif (shouldClear && canvas) {
            canvas.clearContext(canvas.contextTop || canvas.contextContainer);
          }

        },

        /**
         * Selects entire text
         * @return {fabric.IText} thisArg
         * @chainable
         */
        selectAll: function() {
          this.selectionStart = 0;
          this.selectionEnd = this._text.length;
          this._fireSelectionChanged();
          this._updateTextarea();
          return this;
        },

        /**
         * Returns selected text
         * @return {String}
         */
        getSelectedText: function() {
          return this._text.slice(this.selectionStart, this.selectionEnd).join('');
        },

        /**
         * Find new selection index representing start of current word according to current selection index
         * @param {Number} startFrom Surrent selection index
         * @return {Number} New selection index
         */
        findWordBoundaryLeft: function(startFrom) {
          var offset = 0, index = startFrom - 1;

          // remove space before cursor first
          Iif (this._reSpace.test(this._text[index])) {
            while (this._reSpace.test(this._text[index])) {
              offset++;
              index--;
            }
          }
          while (/\S/.test(this._text[index]) && index > -1) {
            offset++;
            index--;
          }

          return startFrom - offset;
        },

        /**
         * Find new selection index representing end of current word according to current selection index
         * @param {Number} startFrom Current selection index
         * @return {Number} New selection index
         */
        findWordBoundaryRight: function(startFrom) {
          var offset = 0, index = startFrom;

          // remove space after cursor first
          Iif (this._reSpace.test(this._text[index])) {
            while (this._reSpace.test(this._text[index])) {
              offset++;
              index++;
            }
          }
          while (/\S/.test(this._text[index]) && index < this.text.length) {
            offset++;
            index++;
          }

          return startFrom + offset;
        },

        /**
         * Find new selection index representing start of current line according to current selection index
         * @param {Number} startFrom Current selection index
         * @return {Number} New selection index
         */
        findLineBoundaryLeft: function(startFrom) {
          var offset = 0, index = startFrom - 1;

          while (!/\n/.test(this._text[index]) && index > -1) {
            offset++;
            index--;
          }

          return startFrom - offset;
        },

        /**
         * Find new selection index representing end of current line according to current selection index
         * @param {Number} startFrom Current selection index
         * @return {Number} New selection index
         */
        findLineBoundaryRight: function(startFrom) {
          var offset = 0, index = startFrom;

          while (!/\n/.test(this._text[index]) && index < this.text.length) {
            offset++;
            index++;
          }

          return startFrom + offset;
        },

        /**
         * Finds index corresponding to beginning or end of a word
         * @param {Number} selectionStart Index of a character
         * @param {Number} direction 1 or -1
         * @return {Number} Index of the beginning or end of a word
         */
        searchWordBoundary: function(selectionStart, direction) {
          var index     = this._reSpace.test(this.text.charAt(selectionStart)) ? selectionStart - 1 : selectionStart,
              _char     = this.text.charAt(index),
              reNonWord = /[ \n\.,;!\?\-]/;

          while (!reNonWord.test(_char) && index > 0 && index < this.text.length) {
            index += direction;
            _char = this.text.charAt(index);
          }
          if (reNonWord.test(_char) && _char !== '\n') {
            index += direction === 1 ? 0 : 1;
          }
          return index;
        },

        /**
         * Selects a word based on the index
         * @param {Number} selectionStart Index of a character
         */
        selectWord: function(selectionStart) {
          selectionStart = selectionStart || this.selectionStart;
          var newSelectionStart = this.searchWordBoundary(selectionStart, -1), /* search backwards */
              newSelectionEnd = this.searchWordBoundary(selectionStart, 1); /* search forward */

          this.selectionStart = newSelectionStart;
          this.selectionEnd = newSelectionEnd;
          this._fireSelectionChanged();
          this._updateTextarea();
          this.renderCursorOrSelection();
        },

        /**
         * Selects a line based on the index
         * @param {Number} selectionStart Index of a character
         * @return {fabric.IText} thisArg
         * @chainable
         */
        selectLine: function(selectionStart) {
          selectionStart = selectionStart || this.selectionStart;
          var newSelectionStart = this.findLineBoundaryLeft(selectionStart),
              newSelectionEnd = this.findLineBoundaryRight(selectionStart);

          this.selectionStart = newSelectionStart;
          this.selectionEnd = newSelectionEnd;
          this._fireSelectionChanged();
          this._updateTextarea();
          return this;
        },

        /**
         * Enters editing state
         * @return {fabric.IText} thisArg
         * @chainable
         */
        enterEditing: function(e) {
          Iif (this.isEditing || !this.editable) {
            return;
          }

          Iif (this.canvas) {
            this.exitEditingOnOthers(this.canvas);
          }

          this.isEditing = true;

          this.initHiddenTextarea(e);
          this.hiddenTextarea.focus();
          this.hiddenTextarea.value = this.text;
          this._updateTextarea();
          this._saveEditingProps();
          this._setEditingProps();
          this._textBeforeEdit = this.text;

          this._tick();
          this.fire('editing:entered');
          this._fireSelectionChanged();
          Eif (!this.canvas) {
            return this;
          }
          this.canvas.fire('text:editing:entered', { target: this });
          this.initMouseMoveHandler();
          this.canvas.requestRenderAll();
          return this;
        },

        exitEditingOnOthers: function(canvas) {
          if (canvas._iTextInstances) {
            canvas._iTextInstances.forEach(function(obj) {
              obj.selected = false;
              if (obj.isEditing) {
                obj.exitEditing();
              }
            });
          }
        },

        /**
         * Initializes "mousemove" event handler
         */
        initMouseMoveHandler: function() {
          this.canvas.on('mouse:move', this.mouseMoveHandler);
        },

        /**
         * @private
         */
        mouseMoveHandler: function(options) {
          if (!this.__isMousedown || !this.isEditing) {
            return;
          }

          var newSelectionStart = this.getSelectionStartFromPointer(options.e),
              currentStart = this.selectionStart,
              currentEnd = this.selectionEnd;
          if (
            (newSelectionStart !== this.__selectionStartOnMouseDown || currentStart === currentEnd)
            &&
            (currentStart === newSelectionStart || currentEnd === newSelectionStart)
          ) {
            return;
          }
          if (newSelectionStart > this.__selectionStartOnMouseDown) {
            this.selectionStart = this.__selectionStartOnMouseDown;
            this.selectionEnd = newSelectionStart;
          }
          else {
            this.selectionStart = newSelectionStart;
            this.selectionEnd = this.__selectionStartOnMouseDown;
          }
          if (this.selectionStart !== currentStart || this.selectionEnd !== currentEnd) {
            this.restartCursorIfNeeded();
            this._fireSelectionChanged();
            this._updateTextarea();
            this.renderCursorOrSelection();
          }
        },

        /**
         * @private
         */
        _setEditingProps: function() {
          this.hoverCursor = 'text';

          Iif (this.canvas) {
            this.canvas.defaultCursor = this.canvas.moveCursor = 'text';
          }

          this.borderColor = this.editingBorderColor;

          this.hasControls = this.selectable = false;
          this.lockMovementX = this.lockMovementY = true;
        },

        /**
         * convert from textarea to grapheme indexes
         */
        fromStringToGraphemeSelection: function(start, end, text) {
          var smallerTextStart = text.slice(0, start),
              graphemeStart = fabric.util.string.graphemeSplit(smallerTextStart).length;
          if (start === end) {
            return { selectionStart: graphemeStart, selectionEnd: graphemeStart };
          }
          var smallerTextEnd = text.slice(start, end),
              graphemeEnd = fabric.util.string.graphemeSplit(smallerTextEnd).length;
          return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd };
        },

        /**
         * convert from fabric to textarea values
         */
        fromGraphemeToStringSelection: function(start, end, _text) {
          var smallerTextStart = _text.slice(0, start),
              graphemeStart = smallerTextStart.join('').length;
          if (start === end) {
            return { selectionStart: graphemeStart, selectionEnd: graphemeStart };
          }
          var smallerTextEnd = _text.slice(start, end),
              graphemeEnd = smallerTextEnd.join('').length;
          return { selectionStart: graphemeStart, selectionEnd: graphemeStart + graphemeEnd };
        },

        /**
         * @private
         */
        _updateTextarea: function() {
          this.cursorOffsetCache = { };
          if (!this.hiddenTextarea) {
            return;
          }
          Eif (!this.inCompositionMode) {
            var newSelection = this.fromGraphemeToStringSelection(this.selectionStart, this.selectionEnd, this._text);
            this.hiddenTextarea.selectionStart = newSelection.selectionStart;
            this.hiddenTextarea.selectionEnd = newSelection.selectionEnd;
          }
          this.updateTextareaPosition();
        },

        /**
         * @private
         */
        updateFromTextArea: function() {
          if (!this.hiddenTextarea) {
            return;
          }
          this.cursorOffsetCache = { };
          this.text = this.hiddenTextarea.value;
          if (this._shouldClearDimensionCache()) {
            this.initDimensions();
            this.setCoords();
          }
          var newSelection = this.fromStringToGraphemeSelection(
            this.hiddenTextarea.selectionStart, this.hiddenTextarea.selectionEnd, this.hiddenTextarea.value);
          this.selectionEnd = this.selectionStart = newSelection.selectionEnd;
          if (!this.inCompositionMode) {
            this.selectionStart = newSelection.selectionStart;
          }
          this.updateTextareaPosition();
        },

        /**
         * @private
         */
        updateTextareaPosition: function() {
          if (this.selectionStart === this.selectionEnd) {
            var style = this._calcTextareaPosition();
            this.hiddenTextarea.style.left = style.left;
            this.hiddenTextarea.style.top = style.top;
          }
        },

        /**
         * @private
         * @return {Object} style contains style for hiddenTextarea
         */
        _calcTextareaPosition: function() {
          Eif (!this.canvas) {
            return { x: 1, y: 1 };
          }
          var desiredPostion = this.inCompositionMode ? this.compositionStart : this.selectionStart,
              boundaries = this._getCursorBoundaries(desiredPostion),
              cursorLocation = this.get2DCursorLocation(desiredPostion),
              lineIndex = cursorLocation.lineIndex,
              charIndex = cursorLocation.charIndex,
              charHeight = this.getValueOfPropertyAt(lineIndex, charIndex, 'fontSize') * this.lineHeight,
              leftOffset = boundaries.leftOffset,
              m = this.calcTransformMatrix(),
              p = {
                x: boundaries.left + leftOffset,
                y: boundaries.top + boundaries.topOffset + charHeight
              },
              upperCanvas = this.canvas.upperCanvasEl,
              maxWidth = upperCanvas.width - charHeight,
              maxHeight = upperCanvas.height - charHeight;

          p = fabric.util.transformPoint(p, m);
          p = fabric.util.transformPoint(p, this.canvas.viewportTransform);
          if (p.x < 0) {
            p.x = 0;
          }
          if (p.x > maxWidth) {
            p.x = maxWidth;
          }
          if (p.y < 0) {
            p.y = 0;
          }
          if (p.y > maxHeight) {
            p.y = maxHeight;
          }

          // add canvas offset on document
          p.x += this.canvas._offset.left;
          p.y += this.canvas._offset.top;

          return { left: p.x + 'px', top: p.y + 'px', fontSize: charHeight + 'px', charHeight: charHeight };
        },

        /**
         * @private
         */
        _saveEditingProps: function() {
          this._savedProps = {
            hasControls: this.hasControls,
            borderColor: this.borderColor,
            lockMovementX: this.lockMovementX,
            lockMovementY: this.lockMovementY,
            hoverCursor: this.hoverCursor,
            defaultCursor: this.canvas && this.canvas.defaultCursor,
            moveCursor: this.canvas && this.canvas.moveCursor
          };
        },

        /**
         * @private
         */
        _restoreEditingProps: function() {
          Iif (!this._savedProps) {
            return;
          }

          this.hoverCursor = this._savedProps.hoverCursor;
          this.hasControls = this._savedProps.hasControls;
          this.borderColor = this._savedProps.borderColor;
          this.lockMovementX = this._savedProps.lockMovementX;
          this.lockMovementY = this._savedProps.lockMovementY;

          Iif (this.canvas) {
            this.canvas.defaultCursor = this._savedProps.defaultCursor;
            this.canvas.moveCursor = this._savedProps.moveCursor;
          }
        },

        /**
         * Exits from editing state
         * @return {fabric.IText} thisArg
         * @chainable
         */
        exitEditing: function() {
          var isTextChanged = (this._textBeforeEdit !== this.text);
          this.selected = false;
          this.isEditing = false;
          this.selectable = true;

          this.selectionEnd = this.selectionStart;

          Eif (this.hiddenTextarea) {
            this.hiddenTextarea.blur && this.hiddenTextarea.blur();
            this.canvas && this.hiddenTextarea.parentNode.removeChild(this.hiddenTextarea);
            this.hiddenTextarea = null;
          }

          this.abortCursorAnimation();
          this._restoreEditingProps();
          this._currentCursorOpacity = 0;
          if (this._shouldClearDimensionCache()) {
            this.initDimensions();
            this.setCoords();
          }
          this.fire('editing:exited');
          isTextChanged && this.fire('modified');
          Iif (this.canvas) {
            this.canvas.off('mouse:move', this.mouseMoveHandler);
            this.canvas.fire('text:editing:exited', { target: this });
            isTextChanged && this.canvas.fire('object:modified', { target: this });
          }
          return this;
        },

        /**
         * @private
         */
        _removeExtraneousStyles: function() {
          for (var prop in this.styles) {
            Iif (!this._textLines[prop]) {
              delete this.styles[prop];
            }
          }
        },

        /**
         * remove and reflow a style block from start to end.
         * @param {Number} start linear start position for removal (included in removal)
         * @param {Number} end linear end position for removal ( excluded from removal )
         */
        removeStyleFromTo: function(start, end) {
          var cursorStart = this.get2DCursorLocation(start, true),
              cursorEnd = this.get2DCursorLocation(end, true),
              lineStart = cursorStart.lineIndex,
              charStart = cursorStart.charIndex,
              lineEnd = cursorEnd.lineIndex,
              charEnd = cursorEnd.charIndex,
              i, styleObj;
          Iif (lineStart !== lineEnd) {
            // step1 remove the trailing of lineStart
            if (this.styles[lineStart]) {
              for (i = charStart; i < this._unwrappedTextLines[lineStart].length; i++) {
                delete this.styles[lineStart][i];
              }
            }
            // step2 move the trailing of lineEnd to lineStart if needed
            if (this.styles[lineEnd]) {
              for (i = charEnd; i < this._unwrappedTextLines[lineEnd].length; i++) {
                styleObj = this.styles[lineEnd][i];
                if (styleObj) {
                  this.styles[lineStart] || (this.styles[lineStart] = { });
                  this.styles[lineStart][charStart + i - charEnd] = styleObj;
                }
              }
            }
            // step3 detects lines will be completely removed.
            for (i = lineStart + 1; i <= lineEnd; i++) {
              delete this.styles[i];
            }
            // step4 shift remaining lines.
            this.shiftLineStyles(lineEnd, lineStart - lineEnd);
          }
          else {
            // remove and shift left on the same line
            if (this.styles[lineStart]) {
              styleObj = this.styles[lineStart];
              var diff = charEnd - charStart, numericChar, _char;
              for (i = charStart; i < charEnd; i++) {
                delete styleObj[i];
              }
              for (_char in this.styles[lineStart]) {
                numericChar = parseInt(_char, 10);
                Iif (numericChar >= charEnd) {
                  styleObj[numericChar - diff] = styleObj[_char];
                  delete styleObj[_char];
                }
              }
            }
          }
        },

        /**
         * Shifts line styles up or down
         * @param {Number} lineIndex Index of a line
         * @param {Number} offset Can any number?
         */
        shiftLineStyles: function(lineIndex, offset) {
          // shift all line styles by offset upward or downward
          // do not clone deep. we need new array, not new style objects
          var clonedStyles = clone(this.styles);
          for (var line in this.styles) {
            var numericLine = parseInt(line, 10);
            if (numericLine > lineIndex) {
              this.styles[numericLine + offset] = clonedStyles[numericLine];
              Eif (!clonedStyles[numericLine - offset]) {
                delete this.styles[numericLine];
              }
            }
          }
        },

        restartCursorIfNeeded: function() {
          if (!this._currentTickState || this._currentTickState.isAborted
            || !this._currentTickCompleteState || this._currentTickCompleteState.isAborted
          ) {
            this.initDelayedCursor();
          }
        },

        /**
         * Inserts new style object
         * @param {Number} lineIndex Index of a line
         * @param {Number} charIndex Index of a char
         * @param {Number} qty number of lines to add
         * @param {Array} copiedStyle Array of objects styles
         */
        insertNewlineStyleObject: function(lineIndex, charIndex, qty, copiedStyle) {
          var currentCharStyle,
              newLineStyles = {},
              somethingAdded = false;

          qty || (qty = 1);
          this.shiftLineStyles(lineIndex, qty);
          if (this.styles[lineIndex]) {
            currentCharStyle = this.styles[lineIndex][charIndex === 0 ? charIndex : charIndex - 1];
          }

          // we clone styles of all chars
          // after cursor onto the current line
          for (var index in this.styles[lineIndex]) {
            var numIndex = parseInt(index, 10);
            if (numIndex >= charIndex) {
              somethingAdded = true;
              newLineStyles[numIndex - charIndex] = this.styles[lineIndex][index];
              // remove lines from the previous line since they're on a new line now
              delete this.styles[lineIndex][index];
            }
          }
          if (somethingAdded) {
            this.styles[lineIndex + qty] = newLineStyles;
          }
          else {
            delete this.styles[lineIndex + qty];
          }
          // for the other lines
          // we clone current char style onto the next (otherwise empty) line
          while (qty > 1) {
            qty--;
            Iif (copiedStyle && copiedStyle[qty]) {
              this.styles[lineIndex + qty] = { 0: clone(copiedStyle[qty]) };
            }
            else Eif (currentCharStyle) {
              this.styles[lineIndex + qty] = { 0: clone(currentCharStyle) };
            }
            else {
              delete this.styles[lineIndex + qty];
            }
          }
          this._forceClearCache = true;
        },

        /**
         * Inserts style object for a given line/char index
         * @param {Number} lineIndex Index of a line
         * @param {Number} charIndex Index of a char
         * @param {Number} quantity number Style object to insert, if given
         * @param {Array} copiedStyle array of style objecs
         */
        insertCharStyleObject: function(lineIndex, charIndex, quantity, copiedStyle) {
          Iif (!this.styles) {
            this.styles = {};
          }
          var currentLineStyles       = this.styles[lineIndex],
              currentLineStylesCloned = currentLineStyles ? clone(currentLineStyles) : {};

          quantity || (quantity = 1);
          // shift all char styles by quantity forward
          // 0,1,2,3 -> (charIndex=2) -> 0,1,3,4 -> (insert 2) -> 0,1,2,3,4
          for (var index in currentLineStylesCloned) {
            var numericIndex = parseInt(index, 10);
            if (numericIndex >= charIndex) {
              currentLineStyles[numericIndex + quantity] = currentLineStylesCloned[numericIndex];
              // only delete the style if there was nothing moved there
              Eif (!currentLineStylesCloned[numericIndex - quantity]) {
                delete currentLineStyles[numericIndex];
              }
            }
          }
          this._forceClearCache = true;
          if (copiedStyle) {
            while (quantity--) {
              Iif (!Object.keys(copiedStyle[quantity]).length) {
                continue;
              }
              Iif (!this.styles[lineIndex]) {
                this.styles[lineIndex] = {};
              }
              this.styles[lineIndex][charIndex + quantity] = clone(copiedStyle[quantity]);
            }
            return;
          }
          if (!currentLineStyles) {
            return;
          }
          var newStyle = currentLineStyles[charIndex ? charIndex - 1 : 1];
          while (newStyle && quantity--) {
            this.styles[lineIndex][charIndex + quantity] = clone(newStyle);
          }
        },

        /**
         * Inserts style object(s)
         * @param {Array} insertedText Characters at the location where style is inserted
         * @param {Number} start cursor index for inserting style
         * @param {Array} [copiedStyle] array of style objects to insert.
         */
        insertNewStyleBlock: function(insertedText, start, copiedStyle) {
          var cursorLoc = this.get2DCursorLocation(start, true),
              addedLines = [0], linesLenght = 0;
          for (var i = 0; i < insertedText.length; i++) {
            if (insertedText[i] === '\n') {
              linesLenght++;
              addedLines[linesLenght] = 0;
            }
            else {
              addedLines[linesLenght]++;
            }
          }
          Eif (addedLines[0] > 0) {
            this.insertCharStyleObject(cursorLoc.lineIndex, cursorLoc.charIndex, addedLines[0], copiedStyle);
            copiedStyle = copiedStyle && copiedStyle.slice(addedLines[0] + 1);
          }
          linesLenght && this.insertNewlineStyleObject(
            cursorLoc.lineIndex, cursorLoc.charIndex + addedLines[0], linesLenght);
          for (var i = 1; i < linesLenght; i++) {
            Iif (addedLines[i] > 0) {
              this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle);
            }
            else if (copiedStyle) {
              this.styles[cursorLoc.lineIndex + i][0] = copiedStyle[0];
            }
            copiedStyle = copiedStyle && copiedStyle.slice(addedLines[i] + 1);
          }
          // we use i outside the loop to get it like linesLength
          if (addedLines[i] > 0) {
            this.insertCharStyleObject(cursorLoc.lineIndex + i, 0, addedLines[i], copiedStyle);
          }
        },

        /**
         * Set the selectionStart and selectionEnd according to the ne postion of cursor
         * mimic the key - mouse navigation when shift is pressed.
         */
        setSelectionStartEndWithShift: function(start, end, newSelection) {
          if (newSelection <= start) {
            Iif (end === start) {
              this._selectionDirection = 'left';
            }
            else Iif (this._selectionDirection === 'right') {
              this._selectionDirection = 'left';
              this.selectionEnd = start;
            }
            this.selectionStart = newSelection;
          }
          else Iif (newSelection > start && newSelection < end) {
            if (this._selectionDirection === 'right') {
              this.selectionEnd = newSelection;
            }
            else {
              this.selectionStart = newSelection;
            }
          }
          else {
            // newSelection is > selection start and end
            Iif (end === start) {
              this._selectionDirection = 'right';
            }
            else Iif (this._selectionDirection === 'left') {
              this._selectionDirection = 'right';
              this.selectionStart = end;
            }
            this.selectionEnd = newSelection;
          }
        },

        setSelectionInBoundaries: function() {
          var length = this.text.length;
          Iif (this.selectionStart > length) {
            this.selectionStart = length;
          }
          else Iif (this.selectionStart < 0) {
            this.selectionStart = 0;
          }
          Iif (this.selectionEnd > length) {
            this.selectionEnd = length;
          }
          else Iif (this.selectionEnd < 0) {
            this.selectionEnd = 0;
          }
        }
      });
    })();

    fabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {
      /**
       * Initializes "dbclick" event handler
       */
      initDoubleClickSimulation: function() {

        // for double click
        this.__lastClickTime = +new Date();

        // for triple click
        this.__lastLastClickTime = +new Date();

        this.__lastPointer = { };

        this.on('mousedown', this.onMouseDown.bind(this));
      },

      onMouseDown: function(options) {

        this.__newClickTime = +new Date();
        var newPointer = this.canvas.getPointer(options.e);

        if (this.isTripleClick(newPointer, options.e)) {
          this.fire('tripleclick', options);
          this._stopEvent(options.e);
        }
        this.__lastLastClickTime = this.__lastClickTime;
        this.__lastClickTime = this.__newClickTime;
        this.__lastPointer = newPointer;
        this.__lastIsEditing = this.isEditing;
        this.__lastSelected = this.selected;
      },

      isTripleClick: function(newPointer) {
        return this.__newClickTime - this.__lastClickTime < 500 &&
            this.__lastClickTime - this.__lastLastClickTime < 500 &&
            this.__lastPointer.x === newPointer.x &&
            this.__lastPointer.y === newPointer.y;
      },

      /**
       * @private
       */
      _stopEvent: function(e) {
        e.preventDefault && e.preventDefault();
        e.stopPropagation && e.stopPropagation();
      },

      /**
       * Initializes event handlers related to cursor or selection
       */
      initCursorSelectionHandlers: function() {
        this.initMousedownHandler();
        this.initMouseupHandler();
        this.initClicks();
      },

      /**
       * Initializes double and triple click event handlers
       */
      initClicks: function() {
        this.on('mousedblclick', function(options) {
          this.selectWord(this.getSelectionStartFromPointer(options.e));
        });
        this.on('tripleclick', function(options) {
          this.selectLine(this.getSelectionStartFromPointer(options.e));
        });
      },

      /**
       * Initializes "mousedown" event handler
       */
      initMousedownHandler: function() {
        this.on('mousedown', function(options) {
          if (!this.editable || (options.e.button && options.e.button !== 1)) {
            return;
          }
          var pointer = this.canvas.getPointer(options.e);

          this.__mousedownX = pointer.x;
          this.__mousedownY = pointer.y;
          this.__isMousedown = true;

          if (this.selected) {
            this.setCursorByClick(options.e);
          }

          if (this.isEditing) {
            this.__selectionStartOnMouseDown = this.selectionStart;
            if (this.selectionStart === this.selectionEnd) {
              this.abortCursorAnimation();
            }
            this.renderCursorOrSelection();
          }
        });
      },

      /**
       * @private
       */
      _isObjectMoved: function(e) {
        var pointer = this.canvas.getPointer(e);

        return this.__mousedownX !== pointer.x ||
               this.__mousedownY !== pointer.y;
      },

      /**
       * Initializes "mouseup" event handler
       */
      initMouseupHandler: function() {
        this.on('mouseup', function(options) {
          this.__isMousedown = false;
          if (!this.editable || this._isObjectMoved(options.e) || (options.e.button && options.e.button !== 1)) {
            return;
          }

          if (this.__lastSelected && !this.__corner) {
            this.enterEditing(options.e);
            if (this.selectionStart === this.selectionEnd) {
              this.initDelayedCursor(true);
            }
            else {
              this.renderCursorOrSelection();
            }
          }
          this.selected = true;
        });
      },

      /**
       * Changes cursor location in a text depending on passed pointer (x/y) object
       * @param {Event} e Event object
       */
      setCursorByClick: function(e) {
        var newSelection = this.getSelectionStartFromPointer(e),
            start = this.selectionStart, end = this.selectionEnd;
        if (e.shiftKey) {
          this.setSelectionStartEndWithShift(start, end, newSelection);
        }
        else {
          this.selectionStart = newSelection;
          this.selectionEnd = newSelection;
        }
        if (this.isEditing) {
          this._fireSelectionChanged();
          this._updateTextarea();
        }
      },

      /**
       * Returns index of a character corresponding to where an object was clicked
       * @param {Event} e Event object
       * @return {Number} Index of a character
       */
      getSelectionStartFromPointer: function(e) {
        var mouseOffset = this.getLocalPointer(e),
            prevWidth = 0,
            width = 0,
            height = 0,
            charIndex = 0,
            lineIndex = 0,
            lineLeftOffset,
            line;

        for (var i = 0, len = this._textLines.length; i < len; i++) {
          if (height <= mouseOffset.y) {
            height += this.getHeightOfLine(i) * this.scaleY;
            lineIndex = i;
            if (i > 0) {
              charIndex += this._textLines[i - 1].length + 1;
            }
          }
          else {
            break;
          }
        }
        lineLeftOffset = this._getLineLeftOffset(lineIndex);
        width = lineLeftOffset * this.scaleX;
        line = this._textLines[lineIndex];
        for (var j = 0, jlen = line.length; j < jlen; j++) {
          prevWidth = width;
          // i removed something about flipX here, check.
          width += this.__charBounds[lineIndex][j].kernedWidth * this.scaleX;
          if (width <= mouseOffset.x) {
            charIndex++;
          }
          else {
            break;
          }
        }
        return this._getNewSelectionStartFromOffset(mouseOffset, prevWidth, width, charIndex, jlen);
      },

      /**
       * @private
       */
      _getNewSelectionStartFromOffset: function(mouseOffset, prevWidth, width, index, jlen) {
        // we need Math.abs because when width is after the last char, the offset is given as 1, while is 0
        var distanceBtwLastCharAndCursor = mouseOffset.x - prevWidth,
            distanceBtwNextCharAndCursor = width - mouseOffset.x,
            offset = distanceBtwNextCharAndCursor > distanceBtwLastCharAndCursor ||
              distanceBtwNextCharAndCursor < 0 ? 0 : 1,
            newSelectionStart = index + offset;
        // if object is horizontally flipped, mirror cursor location from the end
        Iif (this.flipX) {
          newSelectionStart = jlen - newSelectionStart;
        }

        Iif (newSelectionStart > this._text.length) {
          newSelectionStart = this._text.length;
        }

        return newSelectionStart;
      }
    });

    fabric.util.object.extend(fabric.IText.prototype, /** @lends fabric.IText.prototype */ {

      /**
       * Initializes hidden textarea (needed to bring up keyboard in iOS)
       */
      initHiddenTextarea: function() {
        this.hiddenTextarea = fabric.document.createElement('textarea');
        this.hiddenTextarea.setAttribute('autocapitalize', 'off');
        this.hiddenTextarea.setAttribute('autocorrect', 'off');
        this.hiddenTextarea.setAttribute('autocomplete', 'off');
        this.hiddenTextarea.setAttribute('spellcheck', 'false');
        this.hiddenTextarea.setAttribute('data-fabric-hiddentextarea', '');
        this.hiddenTextarea.setAttribute('wrap', 'off');
        var style = this._calcTextareaPosition();
        this.hiddenTextarea.style.cssText = 'position: absolute; top: ' + style.top +
        '; left: ' + style.left + '; z-index: -999; opacity: 0; width: 1px; height: 1px; font-size: 1px;' +
        ' line-height: 1px; paddingｰtop: ' + style.fontSize + ';';
        fabric.document.body.appendChild(this.hiddenTextarea);

        fabric.util.addListener(this.hiddenTextarea, 'keydown', this.onKeyDown.bind(this));
        fabric.util.addListener(this.hiddenTextarea, 'keyup', this.onKeyUp.bind(this));
        fabric.util.addListener(this.hiddenTextarea, 'input', this.onInput.bind(this));
        fabric.util.addListener(this.hiddenTextarea, 'copy', this.copy.bind(this));
        fabric.util.addListener(this.hiddenTextarea, 'cut', this.copy.bind(this));
        fabric.util.addListener(this.hiddenTextarea, 'paste', this.paste.bind(this));
        fabric.util.addListener(this.hiddenTextarea, 'compositionstart', this.onCompositionStart.bind(this));
        fabric.util.addListener(this.hiddenTextarea, 'compositionupdate', this.onCompositionUpdate.bind(this));
        fabric.util.addListener(this.hiddenTextarea, 'compositionend', this.onCompositionEnd.bind(this));

        Iif (!this._clickHandlerInitialized && this.canvas) {
          fabric.util.addListener(this.canvas.upperCanvasEl, 'click', this.onClick.bind(this));
          this._clickHandlerInitialized = true;
        }
      },

      /**
       * For functionalities on keyDown
       * Map a special key to a function of the instance/prototype
       * If you need different behaviour for ESC or TAB or arrows, you have to change
       * this map setting the name of a function that you build on the fabric.Itext or
       * your prototype.
       * the map change will affect all Instances unless you need for only some text Instances
       * in that case you have to clone this object and assign your Instance.
       * this.keysMap = fabric.util.object.clone(this.keysMap);
       * The function must be in fabric.Itext.prototype.myFunction And will receive event as args[0]
       */
      keysMap: {
        9:  'exitEditing',
        27: 'exitEditing',
        33: 'moveCursorUp',
        34: 'moveCursorDown',
        35: 'moveCursorRight',
        36: 'moveCursorLeft',
        37: 'moveCursorLeft',
        38: 'moveCursorUp',
        39: 'moveCursorRight',
        40: 'moveCursorDown',
      },

      /**
       * For functionalities on keyUp + ctrl || cmd
       */
      ctrlKeysMapUp: {
        67: 'copy',
        88: 'cut'
      },

      /**
       * For functionalities on keyDown + ctrl || cmd
       */
      ctrlKeysMapDown: {
        65: 'selectAll'
      },

      onClick: function() {
        // No need to trigger click event here, focus is enough to have the keyboard appear on Android
        this.hiddenTextarea && this.hiddenTextarea.focus();
      },

      /**
       * Handles keyup event
       * @param {Event} e Event object
       */
      onKeyDown: function(e) {
        if (!this.isEditing || this.inCompositionMode) {
          return;
        }
        if (e.keyCode in this.keysMap) {
          this[this.keysMap[e.keyCode]](e);
        }
        else if ((e.keyCode in this.ctrlKeysMapDown) && (e.ctrlKey || e.metaKey)) {
          this[this.ctrlKeysMapDown[e.keyCode]](e);
        }
        else {
          return;
        }
        e.stopImmediatePropagation();
        e.preventDefault();
        if (e.keyCode >= 33 && e.keyCode <= 40) {
          // if i press an arrow key just update selection
          this.clearContextTop();
          this.renderCursorOrSelection();
        }
        else {
          this.canvas && this.canvas.requestRenderAll();
        }
      },

      /**
       * Handles keyup event
       * We handle KeyUp because ie11 and edge have difficulties copy/pasting
       * if a copy/cut event fired, keyup is dismissed
       * @param {Event} e Event object
       */
      onKeyUp: function(e) {
        if (!this.isEditing || this._copyDone || this.inCompositionMode) {
          this._copyDone = false;
          return;
        }
        if ((e.keyCode in this.ctrlKeysMapUp) && (e.ctrlKey || e.metaKey)) {
          this[this.ctrlKeysMapUp[e.keyCode]](e);
        }
        else {
          return;
        }
        e.stopImmediatePropagation();
        e.preventDefault();
        this.canvas && this.canvas.requestRenderAll();
      },

      /**
       * Handles onInput event
       * @param {Event} e Event object
       */
      onInput: function(e) {
        var fromPaste = this.fromPaste;
        this.fromPaste = false;
        e && e.stopPropagation();
        if (!this.isEditing) {
          return;
        }
        // decisions about style changes.
        var nextText = this._splitTextIntoLines(this.hiddenTextarea.value).graphemeText,
            charCount = this._text.length,
            nextCharCount = nextText.length,
            removedText, insertedText,
            charDiff = nextCharCount - charCount;
        if (this.hiddenTextarea.value === '') {
          this.styles = { };
          this.updateFromTextArea();
          this.fire('changed');
          if (this.canvas) {
            this.canvas.fire('text:changed', { target: this });
            this.canvas.requestRenderAll();
          }
          return;
        }

        var textareaSelection = this.fromStringToGraphemeSelection(
          this.hiddenTextarea.selectionStart,
          this.hiddenTextarea.selectionEnd,
          this.hiddenTextarea.value
        );
        var backDelete = this.selectionStart > textareaSelection.selectionStart;

        if (this.selectionStart !== this.selectionEnd) {
          removedText = this._text.slice(this.selectionStart, this.selectionEnd);
          charDiff += this.selectionEnd - this.selectionStart;
        }
        else if (nextCharCount < charCount) {
          if (backDelete) {
            removedText = this._text.slice(this.selectionEnd + charDiff, this.selectionEnd);
          }
          else {
            removedText = this._text.slice(this.selectionStart, this.selectionStart - charDiff);
          }
        }
        insertedText = nextText.slice(textareaSelection.selectionEnd - charDiff, textareaSelection.selectionEnd);
        if (removedText && removedText.length) {
          if (this.selectionStart !== this.selectionEnd) {
            this.removeStyleFromTo(this.selectionStart, this.selectionEnd);
          }
          else if (backDelete) {
            // detect differencies between forwardDelete and backDelete
            this.removeStyleFromTo(this.selectionEnd - removedText.length, this.selectionEnd);
          }
          else {
            this.removeStyleFromTo(this.selectionEnd, this.selectionEnd + removedText.length);
          }
        }
        if (insertedText.length) {
          if (fromPaste && insertedText.join('') === fabric.copiedText) {
            this.insertNewStyleBlock(insertedText, this.selectionStart, fabric.copiedTextStyle);
          }
          else {
            this.insertNewStyleBlock(insertedText, this.selectionStart);
          }
        }
        this.updateFromTextArea();
        this.fire('changed');
        if (this.canvas) {
          this.canvas.fire('text:changed', { target: this });
          this.canvas.requestRenderAll();
        }
      },
      /**
       * Composition start
       */
      onCompositionStart: function() {
        this.inCompositionMode = true;
      },

      /**
       * Composition end
       */
      onCompositionEnd: function() {
        this.inCompositionMode = false;
      },

      // /**
      //  * Composition update
      //  */
      onCompositionUpdate: function(e) {
        this.compositionStart = e.target.selectionStart;
        this.compositionEnd = e.target.selectionEnd;
        this.updateTextareaPosition();
      },

      /**
       * Copies selected text
       * @param {Event} e Event object
       */
      copy: function() {
        Iif (this.selectionStart === this.selectionEnd) {
          //do not cut-copy if no selection
          return;
        }

        fabric.copiedText = this.getSelectedText();
        fabric.copiedTextStyle = this.getSelectionStyles(this.selectionStart, this.selectionEnd, true);
        this._copyDone = true;
      },

      /**
       * Pastes text
       * @param {Event} e Event object
       */
      paste: function() {
        this.fromPaste = true;
      },

      /**
       * @private
       * @param {Event} e Event object
       * @return {Object} Clipboard data object
       */
      _getClipboardData: function(e) {
        return (e && e.clipboardData) || fabric.window.clipboardData;
      },

      /**
       * Finds the width in pixels before the cursor on the same line
       * @private
       * @param {Number} lineIndex
       * @param {Number} charIndex
       * @return {Number} widthBeforeCursor width before cursor
       */
      _getWidthBeforeCursor: function(lineIndex, charIndex) {
        var widthBeforeCursor = this._getLineLeftOffset(lineIndex), bound;

        Eif (charIndex > 0) {
          bound = this.__charBounds[lineIndex][charIndex - 1];
          widthBeforeCursor += bound.left + bound.width;
        }
        return widthBeforeCursor;
      },

      /**
       * Gets start offset of a selection
       * @param {Event} e Event object
       * @param {Boolean} isRight
       * @return {Number}
       */
      getDownCursorOffset: function(e, isRight) {
        var selectionProp = this._getSelectionForOffset(e, isRight),
            cursorLocation = this.get2DCursorLocation(selectionProp),
            lineIndex = cursorLocation.lineIndex;
        // if on last line, down cursor goes to end of line
        if (lineIndex === this._textLines.length - 1 || e.metaKey || e.keyCode === 34) {
          // move to the end of a text
          return this._text.length - selectionProp;
        }
        var charIndex = cursorLocation.charIndex,
            widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex),
            indexOnOtherLine = this._getIndexOnLine(lineIndex + 1, widthBeforeCursor),
            textAfterCursor = this._textLines[lineIndex].slice(charIndex);
        return textAfterCursor.length + indexOnOtherLine + 2;
      },

      /**
       * private
       * Helps finding if the offset should be counted from Start or End
       * @param {Event} e Event object
       * @param {Boolean} isRight
       * @return {Number}
       */
      _getSelectionForOffset: function(e, isRight) {
        if (e.shiftKey && this.selectionStart !== this.selectionEnd && isRight) {
          return this.selectionEnd;
        }
        else {
          return this.selectionStart;
        }
      },

      /**
       * @param {Event} e Event object
       * @param {Boolean} isRight
       * @return {Number}
       */
      getUpCursorOffset: function(e, isRight) {
        var selectionProp = this._getSelectionForOffset(e, isRight),
            cursorLocation = this.get2DCursorLocation(selectionProp),
            lineIndex = cursorLocation.lineIndex;
        if (lineIndex === 0 || e.metaKey || e.keyCode === 33) {
          // if on first line, up cursor goes to start of line
          return -selectionProp;
        }
        var charIndex = cursorLocation.charIndex,
            widthBeforeCursor = this._getWidthBeforeCursor(lineIndex, charIndex),
            indexOnOtherLine = this._getIndexOnLine(lineIndex - 1, widthBeforeCursor),
            textBeforeCursor = this._textLines[lineIndex].slice(0, charIndex);
        // return a negative offset
        return -this._textLines[lineIndex - 1].length + indexOnOtherLine - textBeforeCursor.length;
      },

      /**
       * for a given width it founds the matching character.
       * @private
       */
      _getIndexOnLine: function(lineIndex, width) {

        var line = this._textLines[lineIndex],
            lineLeftOffset = this._getLineLeftOffset(lineIndex),
            widthOfCharsOnLine = lineLeftOffset,
            indexOnLine = 0, charWidth, foundMatch;

        for (var j = 0, jlen = line.length; j < jlen; j++) {
          charWidth = this.__charBounds[lineIndex][j].width;
          widthOfCharsOnLine += charWidth;
          if (widthOfCharsOnLine > width) {
            foundMatch = true;
            var leftEdge = widthOfCharsOnLine - charWidth,
                rightEdge = widthOfCharsOnLine,
                offsetFromLeftEdge = Math.abs(leftEdge - width),
                offsetFromRightEdge = Math.abs(rightEdge - width);

            indexOnLine = offsetFromRightEdge < offsetFromLeftEdge ? j : (j - 1);
            break;
          }
        }

        // reached end
        Iif (!foundMatch) {
          indexOnLine = line.length - 1;
        }

        return indexOnLine;
      },

      /**
       * Moves cursor down
       * @param {Event} e Event object
       */
      moveCursorDown: function(e) {
        if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) {
          return;
        }
        this._moveCursorUpOrDown('Down', e);
      },

      /**
       * Moves cursor up
       * @param {Event} e Event object
       */
      moveCursorUp: function(e) {
        if (this.selectionStart === 0 && this.selectionEnd === 0) {
          return;
        }
        this._moveCursorUpOrDown('Up', e);
      },

      /**
       * Moves cursor up or down, fires the events
       * @param {String} direction 'Up' or 'Down'
       * @param {Event} e Event object
       */
      _moveCursorUpOrDown: function(direction, e) {
        // getUpCursorOffset
        // getDownCursorOffset
        var action = 'get' + direction + 'CursorOffset',
            offset = this[action](e, this._selectionDirection === 'right');
        if (e.shiftKey) {
          this.moveCursorWithShift(offset);
        }
        else {
          this.moveCursorWithoutShift(offset);
        }
        if (offset !== 0) {
          this.setSelectionInBoundaries();
          this.abortCursorAnimation();
          this._currentCursorOpacity = 1;
          this.initDelayedCursor();
          this._fireSelectionChanged();
          this._updateTextarea();
        }
      },

      /**
       * Moves cursor with shift
       * @param {Number} offset
       */
      moveCursorWithShift: function(offset) {
        var newSelection = this._selectionDirection === 'left'
          ? this.selectionStart + offset
          : this.selectionEnd + offset;
        this.setSelectionStartEndWithShift(this.selectionStart, this.selectionEnd, newSelection);
        return offset !== 0;
      },

      /**
       * Moves cursor up without shift
       * @param {Number} offset
       */
      moveCursorWithoutShift: function(offset) {
        if (offset < 0) {
          this.selectionStart += offset;
          this.selectionEnd = this.selectionStart;
        }
        else {
          this.selectionEnd += offset;
          this.selectionStart = this.selectionEnd;
        }
        return offset !== 0;
      },

      /**
       * Moves cursor left
       * @param {Event} e Event object
       */
      moveCursorLeft: function(e) {
        if (this.selectionStart === 0 && this.selectionEnd === 0) {
          return;
        }
        this._moveCursorLeftOrRight('Left', e);
      },

      /**
       * @private
       * @return {Boolean} true if a change happened
       */
      _move: function(e, prop, direction) {
        var newValue;
        Iif (e.altKey) {
          newValue = this['findWordBoundary' + direction](this[prop]);
        }
        else Iif (e.metaKey || e.keyCode === 35 ||  e.keyCode === 36 ) {
          newValue = this['findLineBoundary' + direction](this[prop]);
        }
        else {
          this[prop] += direction === 'Left' ? -1 : 1;
          return true;
        }
        if (typeof newValue !== undefined && this[prop] !== newValue) {
          this[prop] = newValue;
          return true;
        }
      },

      /**
       * @private
       */
      _moveLeft: function(e, prop) {
        return this._move(e, prop, 'Left');
      },

      /**
       * @private
       */
      _moveRight: function(e, prop) {
        return this._move(e, prop, 'Right');
      },

      /**
       * Moves cursor left without keeping selection
       * @param {Event} e
       */
      moveCursorLeftWithoutShift: function(e) {
        var change = true;
        this._selectionDirection = 'left';

        // only move cursor when there is no selection,
        // otherwise we discard it, and leave cursor on same place
        if (this.selectionEnd === this.selectionStart && this.selectionStart !== 0) {
          change = this._moveLeft(e, 'selectionStart');

        }
        this.selectionEnd = this.selectionStart;
        return change;
      },

      /**
       * Moves cursor left while keeping selection
       * @param {Event} e
       */
      moveCursorLeftWithShift: function(e) {
        Iif (this._selectionDirection === 'right' && this.selectionStart !== this.selectionEnd) {
          return this._moveLeft(e, 'selectionEnd');
        }
        else Iif (this.selectionStart !== 0){
          this._selectionDirection = 'left';
          return this._moveLeft(e, 'selectionStart');
        }
      },

      /**
       * Moves cursor right
       * @param {Event} e Event object
       */
      moveCursorRight: function(e) {
        if (this.selectionStart >= this._text.length && this.selectionEnd >= this._text.length) {
          return;
        }
        this._moveCursorLeftOrRight('Right', e);
      },

      /**
       * Moves cursor right or Left, fires event
       * @param {String} direction 'Left', 'Right'
       * @param {Event} e Event object
       */
      _moveCursorLeftOrRight: function(direction, e) {
        var actionName = 'moveCursor' + direction + 'With';
        this._currentCursorOpacity = 1;

        if (e.shiftKey) {
          actionName += 'Shift';
        }
        else {
          actionName += 'outShift';
        }
        if (this[actionName](e)) {
          this.abortCursorAnimation();
          this.initDelayedCursor();
          this._fireSelectionChanged();
          this._updateTextarea();
        }
      },

      /**
       * Moves cursor right while keeping selection
       * @param {Event} e
       */
      moveCursorRightWithShift: function(e) {
        Iif (this._selectionDirection === 'left' && this.selectionStart !== this.selectionEnd) {
          return this._moveRight(e, 'selectionStart');
        }
        else Iif (this.selectionEnd !== this._text.length) {
          this._selectionDirection = 'right';
          return this._moveRight(e, 'selectionEnd');
        }
      },

      /**
       * Moves cursor right without keeping selection
       * @param {Event} e Event object
       */
      moveCursorRightWithoutShift: function(e) {
        var changed = true;
        this._selectionDirection = 'right';

        Eif (this.selectionStart === this.selectionEnd) {
          changed = this._moveRight(e, 'selectionStart');
          this.selectionEnd = this.selectionStart;
        }
        else {
          this.selectionStart = this.selectionEnd;
        }
        return changed;
      },

      /**
       * Removes characters from start/end
       * start/end ar per grapheme position in _text array.
       *
       * @param {Number} start
       * @param {Number} end default to start + 1
       */
      removeChars: function(start, end) {
        Iif (typeof end === 'undefined') {
          end = start + 1;
        }
        this.removeStyleFromTo(start, end);
        this._text.splice(start, end - start);
        this.text = this._text.join('');
        this.set('dirty', true);
        Eif (this._shouldClearDimensionCache()) {
          this.initDimensions();
          this.setCoords();
        }
        this._removeExtraneousStyles();
      },

      /**
       * insert characters at start position, before start position.
       * start  equal 1 it means the text get inserted between actual grapheme 0 and 1
       * if style array is provided, it must be as the same length of text in graphemes
       * if end is provided and is bigger than start, old text is replaced.
       * start/end ar per grapheme position in _text array.
       *
       * @param {String} text text to insert
       * @param {Array} style array of style objects
       * @param {Number} start
       * @param {Number} end default to start + 1
       */
      insertChars: function(text, style, start, end) {
        if (typeof end === 'undefined') {
          end = start;
        }
        if (end > start) {
          this.removeStyleFromTo(start, end);
        }
        var graphemes = fabric.util.string.graphemeSplit(text);
        this.insertNewStyleBlock(graphemes, start, style);
        this._text = [].concat(this._text.slice(0, start), graphemes, this._text.slice(end));
        this.text = this._text.join('');
        this.set('dirty', true);
        Eif (this._shouldClearDimensionCache()) {
          this.initDimensions();
          this.setCoords();
        }
        this._removeExtraneousStyles();
      },

    });

    /* _TO_SVG_START_ */
    (function() {
      var toFixed = fabric.util.toFixed,
          NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;

      fabric.util.object.extend(fabric.Text.prototype, /** @lends fabric.Text.prototype */ {

        /**
         * Returns SVG representation of an instance
         * @param {Function} [reviver] Method for further parsing of svg representation.
         * @return {String} svg representation of an instance
         */
        toSVG: function(reviver) {
          var markup = this._createBaseSVGMarkup(),
              offsets = this._getSVGLeftTopOffsets(),
              textAndBg = this._getSVGTextAndBg(offsets.textTop, offsets.textLeft);
          this._wrapSVGTextAndBg(markup, textAndBg);

          return reviver ? reviver(markup.join('')) : markup.join('');
        },

        /**
         * @private
         */
        _getSVGLeftTopOffsets: function() {
          return {
            textLeft: -this.width / 2,
            textTop: -this.height / 2,
            lineTop: this.getHeightOfLine(0)
          };
        },

        /**
         * @private
         */
        _wrapSVGTextAndBg: function(markup, textAndBg) {
          var noShadow = true, filter = this.getSvgFilter(),
              style = filter === '' ? '' : ' style="' + filter + '"',
              textDecoration = this.getSvgTextDecoration(this);
          markup.push(
            '\t<g ', this.getSvgId(), 'transform="', this.getSvgTransform(), this.getSvgTransformMatrix(), '"',
            style, '>\n',
            textAndBg.textBgRects.join(''),
            '\t\t<text xml:space="preserve" ',
            (this.fontFamily ? 'font-family="' + this.fontFamily.replace(/"/g, '\'') + '" ' : ''),
            (this.fontSize ? 'font-size="' + this.fontSize + '" ' : ''),
            (this.fontStyle ? 'font-style="' + this.fontStyle + '" ' : ''),
            (this.fontWeight ? 'font-weight="' + this.fontWeight + '" ' : ''),
            (textDecoration ? 'text-decoration="' + textDecoration + '" ' : ''),
            'style="', this.getSvgStyles(noShadow), '"', this.addPaintOrder(), ' >',
            textAndBg.textSpans.join(''),
            '</text>\n',
            '\t</g>\n'
          );
        },

        /**
         * @private
         * @param {Number} textTopOffset Text top offset
         * @param {Number} textLeftOffset Text left offset
         * @return {Object}
         */
        _getSVGTextAndBg: function(textTopOffset, textLeftOffset) {
          var textSpans = [],
              textBgRects = [],
              height = textTopOffset, lineOffset;
          // bounding-box background
          this._setSVGBg(textBgRects);

          // text and text-background
          for (var i = 0, len = this._textLines.length; i < len; i++) {
            lineOffset = this._getLineLeftOffset(i);
            Iif (this.textBackgroundColor || this.styleHas('textBackgroundColor', i)) {
              this._setSVGTextLineBg(textBgRects, i, textLeftOffset + lineOffset, height);
            }
            this._setSVGTextLineText(textSpans, i, textLeftOffset + lineOffset, height);
            height += this.getHeightOfLine(i);
          }

          return {
            textSpans: textSpans,
            textBgRects: textBgRects
          };
        },

        /**
         * @private
         */
        _createTextCharSpan: function(_char, styleDecl, left, top) {
          var styleProps = this.getSvgSpanStyles(styleDecl, _char !== _char.trim()),
              fillStyles = styleProps ? 'style="' + styleProps + '"' : '';

          return [
            '<tspan x="', toFixed(left, NUM_FRACTION_DIGITS), '" y="',
            toFixed(top, NUM_FRACTION_DIGITS), '" ',
            fillStyles, '>',
            fabric.util.string.escapeXml(_char),
            '</tspan>'
          ].join('');
        },

        _setSVGTextLineText: function(textSpans, lineIndex, textLeftOffset, textTopOffset) {
          // set proper line offset
          var lineHeight = this.getHeightOfLine(lineIndex),
              isJustify = this.textAlign.indexOf('justify') !== -1,
              actualStyle,
              nextStyle,
              charsToRender = '',
              charBox, style,
              boxWidth = 0,
              line = this._textLines[lineIndex],
              timeToRender;

          textTopOffset += lineHeight * (1 - this._fontSizeFraction) / this.lineHeight;
          for (var i = 0, len = line.length - 1; i <= len; i++) {
            timeToRender = i === len || this.charSpacing;
            charsToRender += line[i];
            charBox = this.__charBounds[lineIndex][i];
            if (boxWidth === 0) {
              textLeftOffset += charBox.kernedWidth - charBox.width;
              boxWidth += charBox.width;
            }
            else {
              boxWidth += charBox.kernedWidth;
            }
            if (isJustify && !timeToRender) {
              if (this._reSpaceAndTab.test(line[i])) {
                timeToRender = true;
              }
            }
            if (!timeToRender) {
              // if we have charSpacing, we render char by char
              actualStyle = actualStyle || this.getCompleteStyleDeclaration(lineIndex, i);
              nextStyle = this.getCompleteStyleDeclaration(lineIndex, i + 1);
              timeToRender = this._hasStyleChangedForSvg(actualStyle, nextStyle);
            }
            if (timeToRender) {
              style = this._getStyleDeclaration(lineIndex, i) || { };
              textSpans.push(this._createTextCharSpan(charsToRender, style, textLeftOffset, textTopOffset));
              charsToRender = '';
              actualStyle = nextStyle;
              textLeftOffset += boxWidth;
              boxWidth = 0;
            }
          }
        },

        _pushTextBgRect: function(textBgRects, color, left, top, width, height) {
          textBgRects.push(
            '\t\t<rect ',
            this._getFillAttributes(color),
            ' x="',
            toFixed(left, NUM_FRACTION_DIGITS),
            '" y="',
            toFixed(top, NUM_FRACTION_DIGITS),
            '" width="',
            toFixed(width, NUM_FRACTION_DIGITS),
            '" height="',
            toFixed(height, NUM_FRACTION_DIGITS),
            '"></rect>\n');
        },

        _setSVGTextLineBg: function(textBgRects, i, leftOffset, textTopOffset) {
          var line = this._textLines[i],
              heightOfLine = this.getHeightOfLine(i) / this.lineHeight,
              boxWidth = 0,
              boxStart = 0,
              charBox, currentColor,
              lastColor = this.getValueOfPropertyAt(i, 0, 'textBackgroundColor');
          for (var j = 0, jlen = line.length; j < jlen; j++) {
            charBox = this.__charBounds[i][j];
            currentColor = this.getValueOfPropertyAt(i, j, 'textBackgroundColor');
            if (currentColor !== lastColor) {
              lastColor && this._pushTextBgRect(textBgRects, lastColor, leftOffset + boxStart,
                textTopOffset, boxWidth, heightOfLine);
              boxStart = charBox.left;
              boxWidth = charBox.width;
              lastColor = currentColor;
            }
            else {
              boxWidth += charBox.kernedWidth;
            }
          }
          currentColor && this._pushTextBgRect(textBgRects, currentColor, leftOffset + boxStart,
            textTopOffset, boxWidth, heightOfLine);
        },

        /**
         * Adobe Illustrator (at least CS5) is unable to render rgba()-based fill values
         * we work around it by "moving" alpha channel into opacity attribute and setting fill's alpha to 1
         *
         * @private
         * @param {*} value
         * @return {String}
         */
        _getFillAttributes: function(value) {
          var fillColor = (value && typeof value === 'string') ? new fabric.Color(value) : '';
          if (!fillColor || !fillColor.getSource() || fillColor.getAlpha() === 1) {
            return 'fill="' + value + '"';
          }
          return 'opacity="' + fillColor.getAlpha() + '" fill="' + fillColor.setAlpha(1).toRgb() + '"';
        },

        /**
         * @private
         */
        _getSVGLineTopOffset: function(lineIndex) {
          var lineTopOffset = 0, lastHeight = 0;
          for (var j = 0; j < lineIndex; j++) {
            lineTopOffset += this.getHeightOfLine(j);
          }
          lastHeight = this.getHeightOfLine(j);
          return {
            lineTop: lineTopOffset,
            offset: (this._fontSizeMult - this._fontSizeFraction) * lastHeight / (this.lineHeight * this._fontSizeMult)
          };
        },

        /**
         * Returns styles-string for svg-export
         * @param {Boolean} skipShadow a boolean to skip shadow filter output
         * @return {String}
         */
        getSvgStyles: function(skipShadow) {
          var svgStyle = fabric.Object.prototype.getSvgStyles.call(this, skipShadow);
          return svgStyle + ' white-space: pre;';
        },
      });
    })();
    /* _TO_SVG_END_ */

    (function(global) {

      'use strict';

      var fabric = global.fabric || (global.fabric = {});

      /**
       * Textbox class, based on IText, allows the user to resize the text rectangle
       * and wraps lines automatically. Textboxes have their Y scaling locked, the
       * user can only change width. Height is adjusted automatically based on the
       * wrapping of lines.
       * @class fabric.Textbox
       * @extends fabric.IText
       * @mixes fabric.Observable
       * @return {fabric.Textbox} thisArg
       * @see {@link fabric.Textbox#initialize} for constructor definition
       */
      fabric.Textbox = fabric.util.createClass(fabric.IText, fabric.Observable, {

        /**
         * Type of an object
         * @type String
         * @default
         */
        type: 'textbox',

        /**
         * Minimum width of textbox, in pixels.
         * @type Number
         * @default
         */
        minWidth: 20,

        /**
         * Minimum calculated width of a textbox, in pixels.
         * fixed to 2 so that an empty textbox cannot go to 0
         * and is still selectable without text.
         * @type Number
         * @default
         */
        dynamicMinWidth: 2,

        /**
         * Cached array of text wrapping.
         * @type Array
         */
        __cachedLines: null,

        /**
         * Override standard Object class values
         */
        lockScalingFlip: true,

        /**
         * Override standard Object class values
         * Textbox needs this on false
         */
        noScaleCache: false,

        /**
         * Properties which when set cause object to change dimensions
         * @type Object
         * @private
         */
        _dimensionAffectingProps: fabric.Text.prototype._dimensionAffectingProps.concat('width'),

        /**
         * Constructor. Some scaling related property values are forced. Visibility
         * of controls is also fixed; only the rotation and width controls are
         * made available.
         * @param {String} text Text string
         * @param {Object} [options] Options object
         * @return {fabric.Textbox} thisArg
         */
        initialize: function(text, options) {
          this.callSuper('initialize', text, options);
        },

        /**
         * Unlike superclass's version of this function, Textbox does not update
         * its width.
         * @private
         * @override
         */
        initDimensions: function() {
          if (this.__skipDimension) {
            return;
          }
          this.isEditing && this.initDelayedCursor();
          this.clearContextTop();
          this._clearCache();
          // clear dynamicMinWidth as it will be different after we re-wrap line
          this.dynamicMinWidth = 0;
          // wrap lines
          this._styleMap = this._generateStyleMap(this._splitText());
          // if after wrapping, the width is smaller than dynamicMinWidth, change the width and re-wrap
          if (this.dynamicMinWidth > this.width) {
            this._set('width', this.dynamicMinWidth);
          }
          if (this.textAlign.indexOf('justify') !== -1) {
            // once text is measured we need to make space fatter to make justified text.
            this.enlargeSpaces();
          }
          // clear cache and re-calculate height
          this.height = this.calcTextHeight();
          this.saveState({ propertySet: '_dimensionAffectingProps' });
        },

        /**
         * Generate an object that translates the style object so that it is
         * broken up by visual lines (new lines and automatic wrapping).
         * The original text styles object is broken up by actual lines (new lines only),
         * which is only sufficient for Text / IText
         * @private
         */
        _generateStyleMap: function(textInfo) {
          var realLineCount     = 0,
              realLineCharCount = 0,
              charCount         = 0,
              map               = {};

          for (var i = 0; i < textInfo.graphemeLines.length; i++) {
            if (textInfo.graphemeText[charCount] === '\n' && i > 0) {
              realLineCharCount = 0;
              charCount++;
              realLineCount++;
            }
            else if (this._reSpaceAndTab.test(textInfo.graphemeText[charCount]) && i > 0) {
              // this case deals with space's that are removed from end of lines when wrapping
              realLineCharCount++;
              charCount++;
            }

            map[i] = { line: realLineCount, offset: realLineCharCount };

            charCount += textInfo.graphemeLines[i].length;
            realLineCharCount += textInfo.graphemeLines[i].length;
          }

          return map;
        },

        /**
         * Returns true if object has a style property or has it ina specified line
         * @param {Number} lineIndex
         * @return {Boolean}
         */
        styleHas: function(property, lineIndex) {
          if (this._styleMap && !this.isWrapping) {
            var map = this._styleMap[lineIndex];
            if (map) {
              lineIndex = map.line;
            }
          }
          return fabric.Text.prototype.styleHas.call(this, property, lineIndex);
        },

        /**
         * @param {Number} lineIndex
         * @param {Number} charIndex
         * @private
         */
        _getStyleDeclaration: function(lineIndex, charIndex) {
          if (this._styleMap && !this.isWrapping) {
            var map = this._styleMap[lineIndex];
            if (!map) {
              return null;
            }
            lineIndex = map.line;
            charIndex = map.offset + charIndex;
          }
          return this.callSuper('_getStyleDeclaration', lineIndex, charIndex);
        },

        /**
         * @param {Number} lineIndex
         * @param {Number} charIndex
         * @param {Object} style
         * @private
         */
        _setStyleDeclaration: function(lineIndex, charIndex, style) {
          var map = this._styleMap[lineIndex];
          lineIndex = map.line;
          charIndex = map.offset + charIndex;

          this.styles[lineIndex][charIndex] = style;
        },

        /**
         * @param {Number} lineIndex
         * @param {Number} charIndex
         * @private
         */
        _deleteStyleDeclaration: function(lineIndex, charIndex) {
          var map = this._styleMap[lineIndex];
          lineIndex = map.line;
          charIndex = map.offset + charIndex;

          delete this.styles[lineIndex][charIndex];
        },

        /**
         * @param {Number} lineIndex
         * @private
         */
        _getLineStyle: function(lineIndex) {
          var map = this._styleMap[lineIndex];
          return this.styles[map.line];
        },

        /**
         * @param {Number} lineIndex
         * @param {Object} style
         * @private
         */
        _setLineStyle: function(lineIndex, style) {
          var map = this._styleMap[lineIndex];
          this.styles[map.line] = style;
        },

        /**
         * @param {Number} lineIndex
         * @private
         */
        _deleteLineStyle: function(lineIndex) {
          var map = this._styleMap[lineIndex];
          delete this.styles[map.line];
        },

        /**
         * Wraps text using the 'width' property of Textbox. First this function
         * splits text on newlines, so we preserve newlines entered by the user.
         * Then it wraps each line using the width of the Textbox by calling
         * _wrapLine().
         * @param {Array} lines The string array of text that is split into lines
         * @param {Number} desiredWidth width you want to wrap to
         * @returns {Array} Array of lines
         */
        _wrapText: function(lines, desiredWidth) {
          var wrapped = [], i;
          this.isWrapping = true;
          for (i = 0; i < lines.length; i++) {
            wrapped = wrapped.concat(this._wrapLine(lines[i], i, desiredWidth));
          }
          this.isWrapping = false;
          return wrapped;
        },

        /**
         * Helper function to measure a string of text, given its lineIndex and charIndex offset
         * it gets called when charBounds are not available yet.
         * @param {CanvasRenderingContext2D} ctx
         * @param {String} text
         * @param {number} lineIndex
         * @param {number} charOffset
         * @returns {number}
         * @private
         */
        _measureWord: function(word, lineIndex, charOffset) {
          var width = 0, prevGrapheme, skipLeft = true;
          charOffset = charOffset || 0;
          for (var i = 0, len = word.length; i < len; i++) {
            var box = this._getGraphemeBox(word[i], lineIndex, i + charOffset, prevGrapheme, skipLeft);
            width += box.kernedWidth;
            prevGrapheme = word[i];
          }
          return width;
        },

        /**
         * Wraps a line of text using the width of the Textbox and a context.
         * @param {Array} line The grapheme array that represent the line
         * @param {Number} lineIndex
         * @param {Number} desiredWidth width you want to wrap the line to
         * @returns {Array} Array of line(s) into which the given text is wrapped
         * to.
         */
        _wrapLine: function(_line, lineIndex, desiredWidth) {
          var lineWidth        = 0,
              graphemeLines    = [],
              line             = [],
              // spaces in different languges?
              words            = _line.split(this._reSpaceAndTab),
              word             = '',
              offset           = 0,
              infix            = ' ',
              wordWidth        = 0,
              infixWidth       = 0,
              largestWordWidth = 0,
              lineJustStarted = true,
              additionalSpace = this._getWidthOfCharSpacing();
          for (var i = 0; i < words.length; i++) {
            // i would avoid resplitting the graphemes
            word = fabric.util.string.graphemeSplit(words[i]);
            wordWidth = this._measureWord(word, lineIndex, offset);
            offset += word.length;

            lineWidth += infixWidth + wordWidth - additionalSpace;

            if (lineWidth >= desiredWidth && !lineJustStarted) {
              graphemeLines.push(line);
              line = [];
              lineWidth = wordWidth;
              lineJustStarted = true;
            }

            if (!lineJustStarted) {
              line.push(infix);
            }
            line = line.concat(word);

            infixWidth = this._measureWord([infix], lineIndex, offset);
            offset++;
            lineJustStarted = false;
            // keep track of largest word
            if (wordWidth > largestWordWidth) {
              largestWordWidth = wordWidth;
            }
          }

          i && graphemeLines.push(line);

          if (largestWordWidth > this.dynamicMinWidth) {
            this.dynamicMinWidth = largestWordWidth - additionalSpace;
          }

          return graphemeLines;
        },

        /**
         * Detect if the text line is ended with an hard break
         * text and itext do not have wrapping, return false
         * @param {Number} lineIndex text to split
         * @return {Boolean}
         */
        isEndOfWrapping: function(lineIndex) {
          if (!this._styleMap[lineIndex + 1]) {
            // is last line, return true;
            return true;
          }
          if (this._styleMap[lineIndex + 1].line !== this._styleMap[lineIndex].line) {
            // this is last line before a line break, return true;
            return true;
          }
          return false;
        },

        /**
        * Gets lines of text to render in the Textbox. This function calculates
        * text wrapping on the fly every time it is called.
        * @param {String} text text to split
        * @returns {Array} Array of lines in the Textbox.
        * @override
        */
        _splitTextIntoLines: function(text) {
          var newText = fabric.Text.prototype._splitTextIntoLines.call(this, text),
              graphemeLines = this._wrapText(newText.lines, this.width),
              lines = new Array(graphemeLines.length);

          for (var i = 0; i < graphemeLines.length; i++) {
            lines[i] = graphemeLines[i].join('');
          }
          newText.lines = lines;
          newText.graphemeLines = graphemeLines;
          return newText;
        },

        getMinWidth: function() {
          return Math.max(this.minWidth, this.dynamicMinWidth);
        },

        /**
         * Returns object representation of an instance
         * @method toObject
         * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output
         * @return {Object} object representation of an instance
         */
        toObject: function(propertiesToInclude) {
          return this.callSuper('toObject', ['minWidth'].concat(propertiesToInclude));
        }
      });

      /**
       * Returns fabric.Textbox instance from an object representation
       * @static
       * @memberOf fabric.Textbox
       * @param {Object} object Object to create an instance from
       * @param {Function} [callback] Callback to invoke when an fabric.Textbox instance is created
       */
      fabric.Textbox.fromObject = function(object, callback) {
        return fabric.Object._fromObject('Textbox', object, callback, 'text');
      };
    })(typeof exports !== 'undefined' ? exports : this);

    (function() {

      /**
       * Override _setObjectScale and add Textbox specific resizing behavior. Resizing
       * a Textbox doesn't scale text, it only changes width and makes text wrap automatically.
       */
      var setObjectScaleOverridden = fabric.Canvas.prototype._setObjectScale;

      fabric.Canvas.prototype._setObjectScale = function(localMouse, transform,
        lockScalingX, lockScalingY, by, lockScalingFlip, _dim) {

        var t = transform.target;
        Iif (by === 'x' && t instanceof fabric.Textbox) {
          var tw = t._getTransformedDimensions().x;
          var w = t.width * (localMouse.x / tw);
          if (w >= t.getMinWidth()) {
            t.set('width', w);
            return true;
          }
        }
        else {
          return setObjectScaleOverridden.call(fabric.Canvas.prototype, localMouse, transform,
            lockScalingX, lockScalingY, by, lockScalingFlip, _dim);
        }
      };

      fabric.util.object.extend(fabric.Textbox.prototype, /** @lends fabric.IText.prototype */ {
        /**
         * @private
         */
        _removeExtraneousStyles: function() {
          for (var prop in this._styleMap) {
            if (!this._textLines[prop]) {
              delete this.styles[this._styleMap[prop].line];
            }
          }
        },

      });
    })();