js/fabric-2.4.6.js
06fbd764
 /**
  *  Copyright (C) 2021  Double Bastion LLC
  *
  *  This file is part of Roundpin, which is licensed under the
  *  GNU Affero General Public License Version 3.0. The license terms
  *  are detailed in the "LICENSE.txt" file located in the root directory.
  *
  *  The file content from below is identical with that of the
  *  original file "fabric.js" released under the MIT License:
  *  https://github.com/fabricjs/fabric.js/blob/master/LICENSE .
  *  The copyright notice for the original content follows:
  */
 
 /* build: `node build.js modules=ALL exclude=gestures,accessors requirejs minifier=uglifyjs` */
 /*! Fabric.js Copyright 2008-2015, Printio (Juriy Zaytsev, Maxim Chernyak) */
 
 var fabric = fabric || { version: '2.4.6' };
 if (typeof exports !== 'undefined') {
   exports.fabric = fabric;
 }
 /* _AMD_START_ */
 else if (typeof define === 'function' && define.amd) {
   define([], function() { return fabric; });
 }
 /* _AMD_END_ */
 if (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 || 'ontouchstart' in fabric.document ||
   (fabric.window && fabric.window.navigator && fabric.window.navigator.maxTouchPoints > 0);
 
 /**
  * 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-dashoffset',
   'stroke-linejoin', 'stroke-miterlimit',
   'stroke-opacity', 'stroke-width',
   'id', 'paint-order',
   'instantiated_by_use', 'clip-path'
 ];
 /* _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;
 
 /**
  * This object contains the result of arc to beizer conversion for faster retrieving if the same arc needs to be converted again.
  * It was an internal variable, is accessible since version 2.3.4
  */
 fabric.arcToSegmentsCache = { };
 
 /**
  * This object keeps the results of the boundsOfCurve calculation mapped by the joined arguments necessary to calculate it.
  * It does speed up calculation, if you parse and add always the same paths, but in case of heavy usage of freedrawing
  * you do not get any speed benefit and you get a big object in memory.
  * The object was a private variable before, while now is appended to the lib so that you have access to it and you
  * can eventually clear it.
  * It was an internal variable, is accessible since version 2.3.4
  */
 fabric.boundsOfCurveCache = { };
 
 /**
  * If disabled boundsOfCurveCache is not used. For apps that make heavy usage of pencil drawing probably disabling it is better
  * @default true
  */
 fabric.cachesBoundsOfCurve = true;
 
 fabric.initFilterBackend = function() {
   if (fabric.enableGLFiltering && fabric.isWebglSupported && fabric.isWebglSupported(fabric.textureSize)) {
     console.log('max texture size: ' + fabric.maxTextureSize);
     return (new fabric.WebglFilterBackend({ tileSize: fabric.textureSize }));
   }
   else if (fabric.Canvas2dFilterBackend) {
     return (new fabric.Canvas2dFilterBackend());
   }
 };
 
 
 if (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) {
     if (!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._objects;
     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._objects,
         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
    * since 2.3.5 this method return always a COPY of the array;
    * @param {String} [type] When specified, only objects of this type are returned
    * @return {Array}
    */
   getObjects: function(type) {
     if (typeof type === 'undefined') {
       return this._objects.concat();
     }
     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._objects[index];
   },
 
   /**
    * Returns true if collection contains no objects
    * @return {Boolean} true if collection is empty
    */
   isEmpty: function () {
     return this._objects.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._objects.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._objects.indexOf(object) > -1;
   },
 
   /**
    * Returns number representation of a collection complexity
    * @return {Number} complexity
    */
   complexity: function () {
     return this._objects.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);
     if (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,
       PiBy2 = Math.PI / 2;
 
   /**
    * @namespace fabric.util
    */
   fabric.util = {
 
     /**
      * Calculate the cos of an angle, avoiding returning floats for known results
      * @static
      * @memberOf fabric.util
      * @param {Number} angle the angle in radians or in degree
      * @return {Number}
      */
     cos: function(angle) {
       if (angle === 0) { return 1; }
       if (angle < 0) {
         // cos(a) = cos(-a)
         angle = -angle;
       }
       var angleSlice = angle / PiBy2;
       switch (angleSlice) {
         case 1: case 3: return 0;
         case 2: return -1;
       }
       return Math.cos(angle);
     },
 
     /**
      * Calculate the sin of an angle, avoiding returning floats for known results
      * @static
      * @memberOf fabric.util
      * @param {Number} angle the angle in radians or in degree
      * @return {Number}
      */
     sin: function(angle) {
       if (angle === 0) { return 0; }
       var angleSlice = angle / PiBy2, sign = 1;
       if (angle < 0) {
         // sin(-a) = -sin(a)
         sign = -1;
       }
       switch (angleSlice) {
         case 1: return sign;
         case 2: return 0;
         case 3: return -sign;
       }
       return Math.sin(angle);
     },
 
     /**
      * 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 = fabric.util.sin(radians),
           cos = fabric.util.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)
       if (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;
 
       if (!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 && elements.length === 1) {
         return elements[0];
       }
       if (options) {
         if (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);
       if (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 a canvas element that is a copy of another and is also painted
      * @static
      * @memberOf fabric.util
      * @return {CanvasElement} initialized canvas element
      */
     copyCanvasElement: function(canvas) {
       var newCanvas = fabric.util.createCanvasElement();
       newCanvas.width = canvas.width;
       newCanvas.height = canvas.height;
       newCanvas.getContext('2d').drawImage(canvas, 0, 0);
       return newCanvas;
     },
 
     /**
      * 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);
     },
 
     /**
      * reset an object transform state to neutral. Top and left are not accounted for
      * @static
      * @memberOf fabric.util
      * @param  {fabric.Object} target object to transform
      */
     resetObjectTransform: function (target) {
       target.scaleX = 1;
       target.scaleY = 1;
       target.skewX = 0;
       target.skewY = 0;
       target.flipX = false;
       target.flipY = false;
       target.rotate(0);
     },
 
     /**
      * Extract Object transform values
      * @static
      * @memberOf fabric.util
      * @param  {fabric.Object} target object to read from
      * @return {Object} Components of transform
      */
     saveObjectTransform: function (target) {
       return {
         scaleX: target.scaleX,
         scaleY: target.scaleY,
         skewX: target.skewX,
         skewY: target.skewY,
         angle: target.angle,
         left: target.left,
         flipX: target.flipX,
         flipY: target.flipY,
         top: target.top
       };
     },
 
     /**
      * 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
       if (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;
 
       if (aspectRatioAttrs && aspectRatioAttrs.length) {
         meetOrSlice = aspectRatioAttrs.pop();
         if (meetOrSlice !== 'meet' && meetOrSlice !== 'slice') {
           align = meetOrSlice;
           meetOrSlice = 'meet';
         }
         else if (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 the given font family or all the cache if no
      * fontFamily is specified.
      * Use it if you know you are loading fonts in a lazy way and you are not waiting
      * for custom fonts to load properly when adding text objects to the canvas.
      * If a text object is added when its own font is not loaded yet, you will get wrong
      * measurement and so wrong bounding boxes.
      * After the font cache is cleared, either change the textObject text content or call
      * initDimensions() to trigger a recalculation
      * @memberOf fabric.util
      * @param {String} [fontFamily] font family to clear
      */
     clearFabricFontCache: function(fontFamily) {
       fontFamily = (fontFamily || '').toLowerCase();
       if (!fontFamily) {
         fabric.charWidthsCache = { };
       }
       else if (fabric.charWidthsCache[fontFamily]) {
         delete fabric.charWidthsCache[fontFamily];
       }
     },
 
     /**
      * Given current aspect ratio, determines the max width and height that can
      * respect the total allowed area for the cache.
      * @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 _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 (fabric.arcToSegmentsCache[argsString]) {
       return fabric.arcToSegmentsCache[argsString];
     }
 
     var PI = Math.PI, th = rotateX * PI / 180,
         sinTh = fabric.util.sin(th),
         cosTh = fabric.util.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;
 
     if (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);
 
     if (sweep === 0 && dtheta > 0) {
       dtheta -= 2 * PI;
     }
     else if (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;
     }
     fabric.arcToSegmentsCache[argsString] = result;
     return result;
   }
 
   function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {
     var costh2 = fabric.util.cos(th2),
         sinth2 = fabric.util.sin(th2),
         costh3 = fabric.util.cos(th3),
         sinth3 = fabric.util.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);
 
     return [
       cp1X, cp1Y,
       cp2X, cp2Y,
       toX, toY
     ];
   }
 
   /*
    * 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;
     if (fabric.cachesBoundsOfCurve) {
       argsString = _join.call(arguments);
       if (fabric.boundsOfCurveCache[argsString]) {
         return fabric.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) {
         if (abs(b) < 1e-12) {
           continue;
         }
         t = -c / b;
         if (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])
       }
     ];
     if (fabric.cachesBoundsOfCurve) {
       fabric.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
    * this does not and cannot compete with generic utils.
    * Does not clone or extend fabric.Object subclasses.
    * This is mostly for internal use and has extra handling for fabricJS objects
    * it skips the canvas property in deep cloning.
    * @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) {
       if (!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 (property === 'canvas') {
             destination[property] = extend({ }, source[property]);
           }
           else 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);
 
     if (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) {
       if (str.length <= (i + 1)) {
         throw 'High surrogate without following low surrogate';
       }
       var next = str.charCodeAt(i + 1);
       if (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)
     if (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)
     if (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 }) {
           if (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];
           }
 
           if (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];
       if (_this[methodName] !== superClassMethod) {
         parentMethod = superClassMethod;
         break;
       }
       // eslint-disable-next-line
       _this = _this.constructor.superclass.prototype;
     }
 
     if (!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;
 
   if (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';
     var pointer, eventTouchProp = event[touchProp];
 
     if (eventTouchProp && eventTouchProp[0]) {
       pointer = eventTouchProp[0][clientProp];
     }
 
     if (typeof pointer === 'undefined') {
       pointer = event[clientProp];
     }
 
     return pointer;
   }
 
   if (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;
     if (!elementStyle) {
       return element;
     }
     if (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) {
       if (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; };
 
   if (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) { }
 
   if (!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) {
     if (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;
 
       if (element === fabric.document) {
         left = body.scrollLeft || docElement.scrollLeft || 0;
         top = body.scrollTop ||  docElement.scrollTop || 0;
       }
       else {
         left += element.scrollLeft || 0;
         top += element.scrollTop || 0;
       }
 
       if (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'
         };
 
     if (!doc) {
       return offset;
     }
 
     for (var attr in offsetAttributes) {
       offset[offsetAttributes[attr]] += parseInt(getElementStyle(element, attr), 10) || 0;
     }
 
     docElem = doc.documentElement;
     if ( 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;
   if (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) {
       if (typeof element.onselectstart !== 'undefined') {
         element.onselectstart = fabric.util.falseFunction;
       }
       if (selectProp) {
         element.style[selectProp] = 'none';
       }
       else if (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) {
       if (typeof element.onselectstart !== 'undefined') {
         element.onselectstart = null;
       }
       if (selectProp) {
         element.style[selectProp] = '';
       }
       else if (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;
   };
 
   function cleanUpJsdomNode(element) {
     if (!fabric.isLikelyNode) {
       return;
     }
     var impl = fabric.jsdomImplForWrapper(element);
     if (impl) {
       impl._image = null;
       impl._canvas = null;
       // unsure if necessary
       impl._currentSrc = null;
       impl._attributes = null;
       impl._classList = null;
     }
   }
 
   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;
   fabric.util.cleanUpJsdomNode = cleanUpJsdomNode;
 
 })();
 
 
 (function() {
 
   function addParamToUrl(url, param) {
     return url + (/\?/.test(url) ? '&' : '?') + param;
   }
 
   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 = new fabric.window.XMLHttpRequest(),
         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 */
 if (typeof console !== 'undefined') {
 
   ['log', 'warn'].forEach(function(methodName) {
 
     if (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) {
     if (a < Math.abs(c)) {
       a = c;
       s = p / 4;
     }
     else {
       //handle the 0/0 case:
       if (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;
     }
     if (!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;
     }
     if (!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;
     }
     if (!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) {
     if (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) {
     if (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) {
     if (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'],
       svgViewBoxElements = ['symbol', 'image', 'marker', 'pattern', 'view', 'svg'],
       svgInvalidAncestors = ['pattern', 'defs', 'symbol', 'metadata', 'clipPath', 'mask', 'desc'],
       svgValidParents = ['symbol', 'g', 'a', 'svg', 'clipPath', 'defs'],
 
       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',
         'letter-spacing':     'charSpacing',
         'paint-order':        'paintFirst',
         'stroke-dasharray':   'strokeDashArray',
         'stroke-dashoffset':  'strokeDashOffset',
         'stroke-linecap':     'strokeLineCap',
         'stroke-linejoin':    'strokeLineJoin',
         'stroke-miterlimit':  'strokeMiterLimit',
         'stroke-opacity':     'strokeOpacity',
         'stroke-width':       'strokeWidth',
         'text-decoration':    'textDecoration',
         'text-anchor':        'textAnchor',
         opacity:              'opacity',
         'clip-path':          'clipPath',
         'clip-rule':          'clipRule',
       },
 
       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 = { };
   fabric.clipPaths = { };
 
   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') {
       if (value === 'none') {
         value = null;
       }
       else {
         value = value.replace(/,/g, ' ').split(/\s+/).map(parseFloat);
       }
     }
     else if (attr === 'transformMatrix') {
       if (parentAttributes && parentAttributes.transformMatrix) {
         value = multiplyTransformMatrices(
           parentAttributes.transformMatrix, fabric.parseTransformAttribute(value));
       }
       else {
         value = fabric.parseTransformAttribute(value);
       }
     }
     else if (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 === 'charSpacing') {
       // parseUnit returns px and we convert it to em
       parsed = parseUnit(value, fontSize) / fontSize * 1000;
     }
     else if (attr === 'paintFirst') {
       var fillIndex = value.indexOf('fill');
       var strokeIndex = value.indexOf('stroke');
       var value = 'fill';
       if (fillIndex > -1 && strokeIndex > -1 && strokeIndex < fillIndex) {
         value = 'stroke';
       }
       else if (fillIndex === -1 && strokeIndex > -1) {
         value = 'stroke';
       }
     }
     else if (attr === 'href' || attr === 'xlink:href') {
       return value;
     }
     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];
       }
 
       if (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 = fabric.util.cos(args[0]), sin = fabric.util.sin(args[0]),
           x = 0, y = 0;
       if (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 = fabric.iMatrix,
 
         // == 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
       if (!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, '');
     if (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 and on node xmlDOM
    */
   function elementById(doc, id) {
     var el;
     doc.getElementById && (el = doc.getElementById(id));
     if (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') || el.getAttribute('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);
       if (/^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);
         if (attr.nodeName === 'x' || attr.nodeName === 'y' ||
           attr.nodeName === 'xlink:href' || attr.nodeName === '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)
       if (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 = '', widthDiff = 0, heightDiff = 0;
 
     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]);
 
     if (!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);
     if (preserveAspectRatio.alignX !== 'none') {
       //translate all container for the effect of Mid, Min, Max
       if (preserveAspectRatio.meetOrSlice === 'meet') {
         scaleY = scaleX = (scaleX > scaleY ? scaleY : scaleX);
         // calculate additional translation to move the viewbox
       }
       if (preserveAspectRatio.meetOrSlice === 'slice') {
         scaleY = scaleX = (scaleX > scaleY ? scaleX : scaleY);
         // calculate additional translation to move the viewbox
       }
       widthDiff = parsedDim.width - viewBoxWidth * scaleX;
       heightDiff = parsedDim.height - viewBoxHeight * scaleX;
       if (preserveAspectRatio.alignX === 'Mid') {
         widthDiff /= 2;
       }
       if (preserveAspectRatio.alignY === 'Mid') {
         heightDiff /= 2;
       }
       if (preserveAspectRatio.alignX === 'Min') {
         widthDiff = 0;
       }
       if (preserveAspectRatio.alignY === 'Min') {
         heightDiff = 0;
       }
     }
 
     if (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 + widthDiff) + ' ' +
                   (minY * scaleY + heightDiff) + ') ';
     parsedDim.viewboxTransform = fabric.parseTransformAttribute(matrix);
     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) {
     if (!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;
 
     if (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
     });
 
     if (!elements || (elements && !elements.length)) {
       callback && callback([], {});
       return;
     }
     var clipPaths = { };
     descendants.filter(function(el) {
       return el.nodeName.replace('svg:', '') === 'clipPath';
     }).forEach(function(el) {
       var id = el.getAttribute('id');
       clipPaths[id] = fabric.util.toArray(el.getElementsByTagName('*')).filter(function(el) {
         return fabric.svgValidTagNamesRegEx.test(el.nodeName.replace('svg:', ''));
       });
     });
     fabric.gradientDefs[svgUid] = fabric.getGradientDefs(doc);
     fabric.cssRules[svgUid] = fabric.getCSSRules(doc);
     fabric.clipPaths[svgUid] = clipPaths;
     // Precedence of rules:   style > class > attribute
     fabric.parseElements(elements, function(instances, elements) {
       if (callback) {
         callback(instances, options, elements, descendants);
         delete fabric.gradientDefs[svgUid];
         delete fabric.cssRules[svgUid];
         delete fabric.clipPaths[svgUid];
       }
     }, clone(options), reviver, parsingOptions);
   };
 
   function recursivelyParseGradientsXlink(doc, gradient) {
     var gradientsAttrs = ['gradientTransform', 'x1', 'x2', 'y1', 'y2', 'gradientUnits', 'cx', 'cy', 'r', 'fx', 'fy'],
         xlinkAttr = 'xlink:href',
         xLink = gradient.getAttribute(xlinkAttr).substr(1),
         referencedGradient = elementById(doc, xLink);
     if (referencedGradient && referencedGradient.getAttribute(xlinkAttr)) {
       recursivelyParseGradientsXlink(doc, referencedGradient);
     }
     gradientsAttrs.forEach(function(attr) {
       if (!gradient.hasAttribute(attr)) {
         gradient.setAttribute(attr, referencedGradient.getAttribute(attr));
       }
     });
     if (!gradient.children.length) {
       var referenceClone = referencedGradient.cloneNode(true);
       while (referenceClone.firstChild) {
         gradient.appendChild(referenceClone.firstChild);
       }
     }
     gradient.removeAttribute(xlinkAttr);
   }
 
   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);
 
       if (!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];
 
       if (fontStyle) {
         oStyle.fontStyle = fontStyle;
       }
       if (fontWeight) {
         oStyle.fontWeight = isNaN(parseFloat(fontWeight)) ? fontWeight : parseFloat(fontWeight);
       }
       if (fontSize) {
         oStyle.fontSize = parseUnit(fontSize);
       }
       if (fontFamily) {
         oStyle.fontFamily = fontFamily;
       }
       if (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, gradientDefs = { };
       j = elList.length;
       while (j--) {
         el = elList[j];
         if (el.getAttribute('xlink:href')) {
           recursivelyParseGradientsXlink(doc, el);
         }
         gradientDefs[el.getAttribute('id')] = el;
       }
       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) {
 
       if (!element) {
         return;
       }
 
       var value,
           parentAttributes = { },
           fontSize, parentFontSize;
 
       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);
       }
 
       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)));
 
       fontSize = parentFontSize = parentAttributes.fontSize || fabric.Text.DEFAULT_SVG_FONT_SIZE;
       if (ownAttributes['font-size']) {
         // looks like the minimum should be 9px when dealing with ems. this is what looks like in browsers.
         ownAttributes['font-size'] = fontSize = parseUnit(ownAttributes['font-size'], parentFontSize);
       }
 
       var normalizedAttr, normalizedValue, normalizedStyle = {};
       for (var attr in ownAttributes) {
         normalizedAttr = normalizeAttr(attr);
         normalizedValue = normalizeValue(normalizedAttr, ownAttributes[attr], parentAttributes, fontSize);
         normalizedStyle[normalizedAttr] = normalizedValue;
       }
       if (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;
       }
 
       if (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();
             if (_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);
           return false;
         }
 
         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;
       if (typeof DOMParser !== 'undefined') {
         var parser = new DOMParser();
         if (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;
   this.regexUrl = /^url\(['"]?#([^'"]+)['"]?\)/g;
 };
 
 (function(proto) {
   proto.parse = function() {
     this.instances = new Array(this.elements.length);
     this.numElements = this.elements.length;
     this.createObjects();
   };
 
   proto.createObjects = function() {
     var _this = this;
     this.elements.forEach(function(element, i) {
       element.setAttribute('svgUid', _this.svgUid);
       _this.createObject(element, i);
     });
   };
 
   proto.findTag = function(el) {
     return fabric[fabric.util.string.capitalize(el.tagName.replace('svg:', ''))];
   };
 
   proto.createObject = function(el, index) {
     var klass = this.findTag(el);
     if (klass && klass.fromElement) {
       try {
         klass.fromElement(el, this.createCallback(index, el), this.options);
       }
       catch (err) {
         fabric.log(err);
       }
     }
     else {
       this.checkIfDone();
     }
   };
 
   proto.createCallback = function(index, el) {
     var _this = this;
     return function(obj) {
       var _options;
       _this.resolveGradient(obj, 'fill');
       _this.resolveGradient(obj, 'stroke');
       if (obj instanceof fabric.Image && obj._originalElement) {
         _options = obj.parsePreserveAspectRatioAttribute(el);
       }
       obj._removeTransformMatrix(_options);
       _this.resolveClipPath(obj);
       _this.reviver && _this.reviver(el, obj);
       _this.instances[index] = obj;
       _this.checkIfDone();
     };
   };
 
   proto.extractPropertyDefinition = function(obj, property, storage) {
     var value = obj[property];
     if (!(/^url\(/).test(value)) {
       return;
     }
     var id = this.regexUrl.exec(value)[1];
     this.regexUrl.lastIndex = 0;
     return fabric[storage][this.svgUid][id];
   };
 
   proto.resolveGradient = function(obj, property) {
     var gradientDef = this.extractPropertyDefinition(obj, property, 'gradientDefs');
     if (gradientDef) {
       obj.set(property, fabric.Gradient.fromElement(gradientDef, obj));
     }
   };
 
   proto.createClipPathCallback = function(obj, container) {
     return function(_newObj) {
       _newObj._removeTransformMatrix();
       _newObj.fillRule = _newObj.clipRule;
       container.push(_newObj);
     };
   };
 
   proto.resolveClipPath = function(obj) {
     var clipPath = this.extractPropertyDefinition(obj, 'clipPath', 'clipPaths'),
         element, klass, objTransformInv, container, gTransform, options;
     if (clipPath) {
       container = [];
       objTransformInv = fabric.util.invertTransform(obj.calcTransformMatrix());
       for (var i = 0; i < clipPath.length; i++) {
         element = clipPath[i];
         klass = this.findTag(element);
         klass.fromElement(
           element,
           this.createClipPathCallback(obj, container),
           this.options
         );
       }
       if (container.length === 1) {
         clipPath = container[0];
       }
       else {
         clipPath = new fabric.Group(container);
       }
       gTransform = fabric.util.multiplyTransformMatrices(
         objTransformInv,
         clipPath.calcTransformMatrix()
       );
       var options = fabric.util.qrDecompose(gTransform);
       clipPath.flipX = false;
       clipPath.flipY = false;
       clipPath.set('scaleX', options.scaleX);
       clipPath.set('scaleY', options.scaleY);
       clipPath.angle = options.angle;
       clipPath.skewX = options.skewX;
       clipPath.skewY = 0;
       clipPath.setPositionByOrigin({ x: options.translateX, y: options.translateY }, 'center', 'center');
       obj.clipPath = clipPath;
     }
   };
 
   proto.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);
     }
   };
 })(fabric.ElementsParser.prototype);
 
 
 (function(global) {
 
   'use strict';
 
   /* Adaptation of work of Kevin Lindsey (kevin@kevlindev.com) */
 
   var fabric = global.fabric || (global.fabric = { });
 
   if (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 = { });
 
   if (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 = { });
 
   if (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);
       }
       if (!source) {
         //if color is not recognize let's make black as canvas does
         source = [0, 0, 0, 1];
       }
       if (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 = Math.round(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?\(\s*(\d{1,3}(?:\.\d+)?\%?)\s*,\s*(\d{1,3}(?:\.\d+)?\%?)\s*,\s*(\d{1,3}(?:\.\d+)?\%?)\s*(?:\s*,\s*((?:\d*\.?\d+)?)\s*)?\)$/i;
 
   /**
    * 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?\(\s*(\d{1,3})\s*,\s*(\d{1,3}\%)\s*,\s*(\d{1,3}\%)\s*(?:\s*,\s*(\d+(?:\.\d+)?)\s*)?\)$/i;
 
   /**
    * 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);
     if (!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;
 
     if (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*/);
 
       if (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 if (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;
       });
       if (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"';
       if (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 if (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,
           (typeof colorStop.opacity !== 'undefined' ? ';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;
 
       if (!this.type) {
         return;
       }
 
       if (this.type === 'linear') {
         gradient = ctx.createLinearGradient(
           coords.x1, coords.y1, coords.x2, coords.y2);
       }
       else if (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 if (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+\.\d+)%|(\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;
     }
     if (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,
 
     /**
      * crossOrigin value (one of "", "anonymous", "use-credentials")
      * @see https://developer.mozilla.org/en-US/docs/HTML/CORS_settings_attributes
      * @type String
      * @default
      */
     crossOrigin: '',
 
     /**
      * transform matrix to change the pattern, imported from svgs.
      * @type Array
      * @default
      */
     patternTransform: null,
 
     /**
      * 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);
         }, null, this.crossOrigin);
       }
     },
 
     /**
      * 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 if (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,
         crossOrigin: this.crossOrigin,
         offsetX: toFixed(this.offsetX, NUM_FRACTION_DIGITS),
         offsetY: toFixed(this.offsetY, NUM_FRACTION_DIGITS),
         patternTransform: this.patternTransform ? this.patternTransform.concat() : null
       };
       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 (patternOffsetY) {
           patternHeight += Math.abs(patternOffsetY);
         }
       }
       if (this.repeat === 'repeat-y' || this.repeat === 'no-repeat') {
         patternWidth = 1;
         if (patternOffsetX) {
           patternWidth += Math.abs(patternOffsetX);
         }
 
       }
       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
       if (!source) {
         return '';
       }
 
       // if an image
       if (typeof source.src !== 'undefined') {
         if (!source.complete) {
           return '';
         }
         if (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;
 
   if (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, color = new fabric.Color(this.color);
 
       if (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="' + color.toRgb() + '" flood-opacity="' + color.getAlpha() + '"/>\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';
 
   if (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,
       getNodeCanvas = fabric.util.getNodeCanvas,
       createCanvasElement = fabric.util.createCanvasElement,
 
       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}.
      * since 2.4.0 image caching is active, please when putting an image as background, add to the
      * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom
      * vale. As an alternative you can disable image objectCaching
      * @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}.
      * since 2.4.0 image caching is active, please when putting an image as overlay, add to the
      * canvas property a reference to the canvas it is on. Otherwise the image cannot detect the zoom
      * vale. As an alternative you can disable image objectCaching
      * @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.
      * If you are using code minification, ctx argument can be minified/manglied you should use
      * as a workaround `var ctx = arguments[0];` in the function;
      * 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
      * @deprecated since 2.3.0
      * Use before:transform event
      */
     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,
 
     /**
      * a fabricObject that, without stroke define a clipping area with their shape. filled in black
      * the clipPath object gets used when the canvas has rendered, and the context is placed in the
      * top left corner of the canvas.
      * clipPath will clip away controls, if you do not want this to happen use controlsAboveOverlay = true
      * @type fabric.Object
      */
     clipPath: undefined,
 
     /**
      * @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();
       }
 
       if (options.overlayImage) {
         this.setOverlayImage(options.overlayImage, cb);
       }
       if (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/djnr8o7a/28/|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'
      * });
      */
     // TODO: fix stretched examples
     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) {
           if (img) {
             var instance = new fabric.Image(img, options);
             this[property] = instance;
             instance.canvas = this;
           }
           callback && callback(img);
         }, this, options && options.crossOrigin);
       }
       else {
         options && image.setOptions(options);
         this[property] = image;
         image && (image.canvas = this);
         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 = createCanvasElement();
       if (!element) {
         throw CANVAS_INIT_ERROR;
       }
       if (!element.style) {
         element.style = { };
       }
       if (typeof element.getContext === 'undefined') {
         throw CANVAS_INIT_ERROR;
       }
       return element;
     },
 
     /**
      * @private
      * @param {Object} [options] Options object
      */
     _initOptions: function (options) {
       var lowerCanvasEl = this.lowerCanvasEl;
       this._setOptions(options);
 
       this.width = this.width || parseInt(lowerCanvasEl.width, 10) || 0;
       this.height = this.height || parseInt(lowerCanvasEl.height, 10) || 0;
 
       if (!this.lowerCanvasEl.style) {
         return;
       }
 
       lowerCanvasEl.width = this.width;
       lowerCanvasEl.height = this.height;
 
       lowerCanvasEl.style.width = this.width + 'px';
       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';
           this.hasLostContext = true;
         }
 
         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);
       }
       if (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
      * Let the fabricJS call it. If you call it manually you could have more
      * animationFrame stacking on to of each other
      * for an imperative rendering, use canvas.renderAll
      * @private
      * @return {fabric.Canvas} instance
      * @chainable
      */
     renderAndReset: function() {
       this.isRendering = 0;
       this.renderAll();
     },
 
     /**
      * Append a renderAll request to next animation frame.
      * unless one is already in progress, in that case nothing is done
      * 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;
     },
 
     cancelRequestedRender: function() {
       if (this.isRendering) {
         fabric.util.cancelAnimFrame(this.isRendering);
         this.isRendering = 0;
       }
     },
 
     /**
      * 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, path = this.clipPath;
       this.cancelRequestedRender();
       this.calcViewportBoundaries();
       this.clearContext(ctx);
       this.fire('before:render', { ctx: ctx, });
       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();
       }
       if (path) {
         path.canvas = this;
         // needed to setup a couple of variables
         path.shouldCache();
         path._transformDone = true;
         path.renderCache({ forClipping: true });
         this.drawClipPathOnCanvas(ctx);
       }
       this._renderOverlay(ctx);
       if (this.controlsAboveOverlay && this.interactive) {
         this.drawControls(ctx);
       }
       this.fire('after:render', { ctx: ctx, });
     },
 
     /**
      * Paint the cached clipPath on the lowerCanvasEl
      * @param {CanvasRenderingContext2D} ctx Context to render on
      */
     drawClipPathOnCanvas: function(ctx) {
       var v = this.viewportTransform, path = this.clipPath;
       ctx.save();
       ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
       // DEBUG: uncomment this line, comment the following
       // ctx.globalAlpha = 0.4;
       ctx.globalCompositeOperation = 'destination-in';
       path.transform(ctx);
       ctx.scale(1 / path.zoomX, 1 / path.zoomY);
       ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);
       ctx.restore();
     },
 
     /**
      * @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) {
         if (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 clipPath = this.clipPath, data = {
         version: fabric.version,
         objects: this._toObjects(methodName, propertiesToInclude),
       };
       if (clipPath) {
         clipPath = clipPath.toObject(propertiesToInclude);
       }
       extend(data, this.__serializeBgOverlay(methodName, propertiesToInclude));
 
       fabric.util.populateWithProperties(this, data, propertiesToInclude);
 
       return data;
     },
 
     /**
      * @private
      */
     _toObjects: function(methodName, propertiesToInclude) {
       return this._objects.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 = { });
       options.reviver = reviver;
       var markup = [];
 
       this._setSVGPreamble(markup, options);
       this._setSVGHeader(markup, options);
       if (this.clipPath) {
         markup.push('<g clip-path="url(#' + this.clipPath.clipPathId + ')" >\n');
       }
       this._setSVGBgOverlayColor(markup, 'backgroundColor');
       this._setSVGBgOverlayImage(markup, 'backgroundImage', reviver);
       this._setSVGObjects(markup, reviver);
       if (this.clipPath) {
         markup.push('</g>\n');
       }
       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 {
         if (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(),
         this.createSVGClipPathMarkup(options),
         '</defs>\n'
       );
     },
 
     createSVGClipPathMarkup: function(options) {
       var clipPath = this.clipPath;
       if (clipPath) {
         clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++;
         return  '<clipPath id="' + clipPath.clipPathId + '" >\n' +
           this.clipPath.toClipPathSVG(options.reviver) +
           '</clipPath>\n';
       }
       return '';
     },
 
     /**
      * 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];
             if (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._objects;
 
       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;
         if (!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._objects;
       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].excludeFromExport && this[property].toSVG) {
         markup.push(this[property].toSVG(reviver));
       }
     },
 
     /**
      * @private
      */
     _setSVGBgOverlayColor: function(markup, property) {
       var filler = this[property], vpt = this.viewportTransform, finalWidth = this.width / vpt[0],
           finalHeight = this.height / vpt[3];
       if (!filler) {
         return;
       }
       if (filler.toLive) {
         var repeat = filler.repeat;
         markup.push(
           '<rect transform="translate(', finalWidth / 2, ',', finalHeight / 2, ')"',
           ' x="', filler.offsetX - finalWidth / 2, '" y="', filler.offsetY - finalHeight / 2, '" ',
           'width="',
           (repeat === 'repeat-y' || repeat === 'no-repeat'
             ? filler.source.width
             : finalWidth ),
           '" height="',
           (repeat === 'repeat-x' || repeat === 'no-repeat'
             ? filler.source.height
             : finalHeight),
           '" fill="url(#SVGID_' + filler.id + ')"',
           '></rect>\n'
         );
       }
       else {
         markup.push(
           '<rect x="0" y="0" width="100%" height="100%" ',
           '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) {
       if (!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) {
       if (!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) {
       if (!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;
 
       if (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) {
       if (!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;
 
       if (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 () {
       // cancel eventually ongoing renders
       if (this.isRendering) {
         fabric.util.cancelAnimFrame(this.isRendering);
         this.isRendering = 0;
       }
       this.forEachObject(function(object) {
         object.dispose && object.dispose();
       });
       this._objects = [];
       if (this.backgroundImage && this.backgroundImage.dispose) {
         this.backgroundImage.dispose();
       }
       this.backgroundImage = null;
       if (this.overlayImage && this.overlayImage.dispose) {
         this.overlayImage.dispose();
       }
       this.overlayImage = null;
       this._iTextInstances = null;
       this.contextContainer = null;
       fabric.util.cleanUpJsdomNode(this.lowerCanvasEl);
       this.lowerCanvasEl = undefined;
       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._objects.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 = createCanvasElement();
 
       if (!el || !el.getContext) {
         return null;
       }
 
       var ctx = el.getContext('2d');
       if (!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;
 
   if (fabric.isLikelyNode) {
     fabric.StaticCanvas.prototype.createPNGStream = function() {
       var impl = getNodeCanvas(this.lowerCanvasEl);
       return impl && impl.createPNGStream();
     };
     fabric.StaticCanvas.prototype.createJPEGStream = function(opts) {
       var impl = 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;
     if (fabric.StaticCanvas.supports('setLineDash')) {
       ctx.setLineDash(this.strokeDashArray || []);
     }
   },
 
   /**
    * Sets the transformation on given context
    * @param {RenderingContext2d} ctx context to render on
    * @private
    */
   _saveAndTransform: function(ctx) {
     var v = this.canvas.viewportTransform;
     ctx.save();
     ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
   },
 
   /**
    * Sets brush shadow styles
    * @private
    */
   _setShadow: function() {
     if (!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 = [];
     },
 
     /**
      * Invoked inside on mouse down and mouse move
      * @param {Object} pointer
      */
     _drawSegment: function (ctx, p1, p2) {
       var midPoint = p1.midPointFrom(p2);
       ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);
       return midPoint;
     },
 
     /**
      * 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) {
       if (this._captureDrawingPath(pointer) && this._points.length > 1) {
         if (this.needsFullRender) {
           // redraw curve
           // clear top canvas
           this.canvas.clearContext(this.canvas.contextTop);
           this._render();
         }
         else {
           var points = this._points, length = points.length, ctx = this.canvas.contextTop;
           // draw the curve update
           this._saveAndTransform(ctx);
           if (this.oldEnd) {
             ctx.beginPath();
             ctx.moveTo(this.oldEnd.x, this.oldEnd.y);
           }
           this.oldEnd = this._drawSegment(ctx, points[length - 2], points[length - 1], true);
           ctx.stroke();
           ctx.restore();
         }
       }
     },
 
     /**
      * Invoked on mouse up
      */
     onMouseUp: function() {
       this.oldEnd = undefined;
       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 false;
       }
       this._points.push(point);
       return true;
     },
 
     /**
      * Clear points array and set contextTop canvas style.
      * @private
      */
     _reset: function() {
       this._points.length = 0;
       this._setBrushStyles();
       var color = new fabric.Color(this.color);
       this.needsFullRender = (color.getAlpha() < 1);
       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);
       return this._addPoint(pointerPoint);
     },
 
     /**
      * Draw a smooth path on the topCanvas using quadraticCurveTo
      * @private
      */
     _render: function() {
       var ctx  = this.canvas.contextTop, i, len,
           p1 = this._points[0],
           p2 = this._points[1];
 
       this._saveAndTransform(ctx);
       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.
         this._drawSegment(ctx, p1, p2);
         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;
       if (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('');
       if (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;
     this._saveAndTransform(ctx);
     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);
   },
 
   /**
    * Render the full state of the brush
    * @private
    */
   _render: function() {
     var ctx  = this.canvas.contextTop, i, len,
         points = this.points, point;
     this._saveAndTransform(ctx);
     for (i = 0, len = points.length; i < len; i++) {
       point = points[i];
       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 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);
     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(this.sprayChunkPoints);
   },
 
   /**
    * Invoked on mouse move
    * @param {Object} pointer
    */
   onMouseMove: function(pointer) {
     this.addSprayChunk(pointer);
     this.render(this.sprayChunkPoints);
   },
 
   /**
    * 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
         });
         rects.push(rect);
       }
     }
 
     if (this.optimizeOverlapping) {
       rects = this._getOptimizedRects(rects);
     }
 
     var group = new fabric.Group(rects);
     this.shadow && group.setShadow(this.shadow);
     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;
   },
 
   /**
    * Render new chunk of spray brush
    */
   render: function(sprayChunk) {
     var ctx = this.canvas.contextTop, i, len;
     ctx.fillStyle = this.color;
 
     this._saveAndTransform(ctx);
 
     for (i = 0, len = sprayChunk.length; i < len; i++) {
       var point = sprayChunk[i];
       if (typeof point.opacity !== 'undefined') {
         ctx.globalAlpha = point.opacity;
       }
       ctx.fillRect(point.x, point.y, point.width, point.width);
     }
     ctx.restore();
   },
 
   /**
    * Render all spray chunks
    */
   _render: function() {
     var ctx = this.canvas.contextTop, i, ilen;
     ctx.fillStyle = this.color;
 
     this._saveAndTransform(ctx);
 
     for (i = 0, ilen = this.sprayChunks.length; i < ilen; i++) {
       this.render(this.sprayChunks[i]);
     }
     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.util.createCanvasElement(),
         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:modified
    * @fires object:rotated
    * @fires object:scaled
    * @fires object:moved
    * @fires object:skewed
    * @fires object:rotating
    * @fires object:scaling
    * @fires object:moving
    * @fires object:skewing
    * @fires object:selected this event is deprecated. use selection:created
    *
    * @fires before:transform
    * @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:down:before
    * @fires mouse:move:before
    * @fires mouse:up:before
    * @fires mouse:over
    * @fires mouse:out
    * @fires mouse:dblclick
    *
    * @fires dragover
    * @fires dragenter
    * @fires dragleave
    * @fires drop
    *
    */
   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.requestRenderAllBound = this.requestRenderAll.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'.
      * For a series of reason that come from the general expectations on how
      * things should work, this feature works only for preserveObjectStacking true.
      * If `null` or 'none' or any other string that is not a modifier key
      * feature is 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.hasLostContext) {
         this.renderTopLayer(this.contextTop);
       }
       var canvasToDrawOn = this.contextContainer;
       this.renderCanvas(canvasToDrawOn, this._chooseObjectsToRender());
       return this;
     },
 
     renderTopLayer: function(ctx) {
       ctx.save();
       if (this.isDrawingMode && this._isCurrentlyDrawing) {
         this.freeDrawingBrush && this.freeDrawingBrush._render();
         this.contextTopDirty = true;
       }
       // we render the top context - last object
       if (this.selection && this._groupSelector) {
         this._drawSelection(ctx);
         this.contextTopDirty = true;
       }
       ctx.restore();
     },
 
     /**
      * 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);
       this.renderTopLayer(ctx);
       this.fire('after:render');
       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)) {
         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) {
       if (target.shouldCache() && target._cacheCanvas) {
         var normalizedPointer = this._normalizePointer(target, {x: x, y: y}),
             targetRelativeX = target.cacheTranslationX + (normalizedPointer.x * target.zoomX),
             targetRelativeY = target.cacheTranslationY + (normalizedPointer.y * target.zoomY);
 
         var isTransparent = fabric.util.isTransparent(
           target._cacheContext, targetRelativeX, targetRelativeY, this.targetFindTolerance);
 
         return isTransparent;
       }
 
       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;
 
       if (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)
       );
     },
 
     /**
      * centeredScaling from object can't override centeredScaling from canvas.
      * this should be fixed, since object setting should take precedence over canvas.
      * @private
      * @param {fabric.Object} target
      */
     _shouldCenterTransform: function (target) {
       if (!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 if (corner === 'mr' || corner === 'tr' || corner === 'br') {
         origin.x = 'left';
       }
 
       if (corner === 'tl' || corner === 'mt' || corner === 'tr') {
         origin.y = 'bottom';
       }
       else if (corner === 'bl' || corner === 'mb' || corner === 'br') {
         origin.y = 'top';
       }
 
       return origin;
     },
 
     /**
      * @private
      */
     _getActionFromCorner: function(alreadySelected, corner, e) {
       if (!corner || !alreadySelected) {
         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, alreadySelected) {
       if (!target) {
         return;
       }
 
       var pointer = this.getPointer(e),
           corner = target._findTargetCorner(this.getPointer(e, true)),
           action = this._getActionFromCorner(alreadySelected, 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,
         // used by transation
         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,
         // unsure they are usefull anymore.
         // left: target.left,
         // top: target.top,
         theta: degreesToRadians(target.angle),
         // end of unsure
         width: target.width * target.scaleX,
         mouseXSign: 1,
         mouseYSign: 1,
         shiftKey: e.shiftKey,
         altKey: e[this.centeredKey],
         original: fabric.util.saveObjectTransform(target),
       };
 
       this._currentTransform.original.originX = origin.x;
       this._currentTransform.original.originY = origin.y;
 
       this._resetCurrentTransform();
       this._beforeTransform(e);
     },
 
     /**
      * 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.lockScalingX,
           lockScalingY = target.lockScalingY,
           lockScalingFlip = target.lockScalingFlip;
 
       if (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;
 
       if (lockScalingFlip && scaleX <= 0 && scaleX < target.scaleX) {
         forbidScalingX = true;
         localMouse.x = 0;
       }
 
       if (lockScalingFlip && scaleY <= 0 && scaleY < target.scaleY) {
         forbidScalingY = true;
         localMouse.y = 0;
       }
 
       if (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') {
         if (transform.originX === 'left') {
           transform.originX = 'right';
         }
         else if (transform.originX === 'right') {
           transform.originX = 'left';
         }
       }
 
       if (transform.newScaleY < 0 && by !== 'x') {
         if (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 if (t.originX === 'center') {
         localMouse.x *= t.mouseXSign * 2;
         if (localMouse.x < 0) {
           t.mouseXSign = -t.mouseXSign;
         }
       }
 
       if (t.originY === 'bottom') {
         localMouse.y *= -1;
       }
       else if (t.originY === 'center') {
         localMouse.y *= t.mouseYSign * 2;
         if (localMouse.y < 0) {
           t.mouseYSign = -t.mouseYSign;
         }
       }
 
       // adjust the mouse coordinates when dealing with padding
       if (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;
       }
 
       if (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,
           target = t.target, constraintPosition,
           constraintPosition = target.translateToOriginPoint(target.getCenterPoint(), t.originX, t.originY);
 
       if (target.lockRotation) {
         return false;
       }
 
       var lastAngle = atan2(t.ey - constraintPosition.y, t.ex - constraintPosition.x),
           curAngle = atan2(y - constraintPosition.y, x - constraintPosition.x),
           angle = radiansToDegrees(curAngle - lastAngle + t.theta),
           hasRotated = true;
 
       if (target.snapAngle > 0) {
         var snapAngle  = target.snapAngle,
             snapThreshold  = 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 (target.angle === angle) {
         hasRotated = false;
       }
       else {
         // rotation only happen here
         target.angle = angle;
         // Make sure the constraints apply
         target.setPositionByOrigin(constraintPosition, t.originX, t.originY);
       }
 
       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;
     },
 
     /**
      * @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);
 
       if (this.selectionColor) {
         ctx.fillStyle = this.selectionColor;
 
         ctx.fillRect(
           groupSelector.ex - ((left > 0) ? 0 : -left),
           groupSelector.ey - ((top > 0) ? 0 : -top),
           aleft,
           atop
         );
       }
 
       if (!this.selectionLineWidth || !this.selectionBorderColor) {
         return;
       }
       ctx.lineWidth = this.selectionLineWidth;
       ctx.strokeStyle = this.selectionBorderColor;
 
       // selection border
       if (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
      * 11/09/2018 TODO: would be cool if findTarget could discern between being a full target
      * or the outside part of the corner.
      * @param {Event} e mouse event
      * @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through
      * @return {fabric.Object} the target found
      */
     findTarget: function (e, skipGroup) {
       if (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;
     },
 
     /**
      * Checks point is inside the object.
      * @param {Object} [pointer] x,y object of point coordinates we want to check.
      * @param {fabric.Object} obj Object to test against
      * @param {Object} [globalPointer] x,y object of point coordinates relative to canvas used to search per pixel target.
      * @return {Boolean} true if point is contained within an area of given object
      * @private
      */
     _checkTarget: function(pointer, obj, globalPointer) {
       if (obj &&
           obj.visible &&
           obj.evented &&
           this.containsPoint(null, obj, pointer)){
         if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {
           var isTransparent = this.isTargetTransparent(obj, globalPointer.x, globalPointer.y);
           if (!isTransparent) {
             return true;
           }
         }
         else {
           return true;
         }
       }
     },
 
     /**
      * Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted
      * @param {Array} [objects] objects array to look into
      * @param {Object} [pointer] x,y object of point coordinates we want to check.
      * @return {fabric.Object} object that contains pointer
      * @private
      */
     _searchPossibleTargets: function(objects, pointer) {
       // Cache all targets where their bounding box contains point.
       var target, i = objects.length, 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--) {
         var objToCheck = objects[i];
         var pointerToUse = objToCheck.group && objToCheck.group.type !== 'activeSelection' ?
           this._normalizePointer(objToCheck.group, pointer) : pointer;
         if (this._checkTarget(pointerToUse, objToCheck, pointer)) {
           target = objects[i];
           if (target.subTargetCheck && target instanceof fabric.Group) {
             subTarget = this._searchPossibleTargets(target._objects, pointer);
             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.
      * ignoreZoom true = HTMLElement coordinates relative to top,left
      * ignoreZoom false, default = fabric space coordinates, the same used for shape position
      * 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) {
       // return cached values if we are in the event processing chain
       if (this._absolutePointer && !ignoreZoom) {
         return this._absolutePointer;
       }
       if (this._pointer && ignoreZoom) {
         return this._pointer;
       }
 
       var pointer = getPointer(e),
           upperCanvasEl = this.upperCanvasEl,
           bounds = upperCanvasEl.getBoundingClientRect(),
           boundsWidth = bounds.width || 0,
           boundsHeight = bounds.height || 0,
           cssScale;
 
       if (!boundsWidth || !boundsHeight ) {
         if ('top' in bounds && 'bottom' in bounds) {
           boundsHeight = Math.abs( bounds.top - bounds.bottom );
         }
         if ('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);
       }
 
       if (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': this.allowTouchScrolling ? 'manipulation' : '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;
       }
       if (!this._discardActiveObject(e, object)) {
         return false;
       }
       if (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;
         if (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);
       this.contextCache = null;
       this.contextTop = null;
       ['upperCanvasEl', 'cacheCanvasEl'].forEach((function(element) {
         fabric.util.cleanUpJsdomNode(this[element]);
         this[element] = undefined;
       }).bind(this));
       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);
     },
 
     setViewportTransform: function (vpt) {
       if (this.renderOnAddRemove && this._activeObject && this._activeObject.isEditing) {
         this._activeObject.clearContextTop();
       }
       fabric.StaticCanvas.prototype.setViewportTransform.call(this, vpt);
     }
   });
 
   // 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) {
     if (prop !== 'prototype') {
       fabric.Canvas[prop] = fabric.StaticCanvas[prop];
     }
   }
 
   if (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,
       addEventOptions = { passive: false };
 
   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();
       this.addOrRemove(addListener, 'add');
     },
 
     addOrRemove: function(functor, eventjsFunctor) {
       functor(fabric.window, 'resize', this._onResize);
       functor(this.upperCanvasEl, 'mousedown', this._onMouseDown);
       functor(this.upperCanvasEl, 'mousemove', this._onMouseMove, addEventOptions);
       functor(this.upperCanvasEl, 'mouseout', this._onMouseOut);
       functor(this.upperCanvasEl, 'mouseenter', this._onMouseEnter);
       functor(this.upperCanvasEl, 'wheel', this._onMouseWheel);
       functor(this.upperCanvasEl, 'contextmenu', this._onContextMenu);
       functor(this.upperCanvasEl, 'dblclick', this._onDoubleClick);
       functor(this.upperCanvasEl, 'touchstart', this._onMouseDown, addEventOptions);
       functor(this.upperCanvasEl, 'touchmove', this._onMouseMove, addEventOptions);
       functor(this.upperCanvasEl, 'dragover', this._onDragOver);
       functor(this.upperCanvasEl, 'dragenter', this._onDragEnter);
       functor(this.upperCanvasEl, 'dragleave', this._onDragLeave);
       functor(this.upperCanvasEl, 'drop', this._onDrop);
       if (typeof eventjs !== 'undefined' && eventjsFunctor in eventjs) {
         eventjs[eventjsFunctor](this.upperCanvasEl, 'gesture', this._onGesture);
         eventjs[eventjsFunctor](this.upperCanvasEl, 'drag', this._onDrag);
         eventjs[eventjsFunctor](this.upperCanvasEl, 'orientation', this._onOrientationChange);
         eventjs[eventjsFunctor](this.upperCanvasEl, 'shake', this._onShake);
         eventjs[eventjsFunctor](this.upperCanvasEl, 'longpress', this._onLongPress);
       }
     },
 
     /**
      * Removes all event listeners
      */
     removeListeners: function() {
       this.addOrRemove(removeListener, 'remove');
       // if you dispose on a mouseDown, before mouse up, you need to clean document to...
       removeListener(fabric.document, 'mouseup', this._onMouseUp);
       removeListener(fabric.document, 'touchend', this._onMouseUp, addEventOptions);
       removeListener(fabric.document, 'mousemove', this._onMouseMove, addEventOptions);
       removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);
     },
 
     /**
      * @private
      */
     _bindEvents: function() {
       if (this.eventsBound) {
         // 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._onDragOver = this._onDragOver.bind(this);
       this._onDragEnter = this._simpleEventHandler.bind(this, 'dragenter');
       this._onDragLeave = this._simpleEventHandler.bind(this, 'dragleave');
       this._onDrop = this._simpleEventHandler.bind(this, 'drop');
       this.eventsBound = true;
     },
 
     /**
      * @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);
     },
 
     /**
      * prevent default to allow drop event to be fired
      * @private
      * @param {Event} [e] Event object fired on Event.js shake
      */
     _onDragOver: function(e) {
       e.preventDefault();
       var target = this._simpleEventHandler('dragover', e);
       this._fireEnterLeaveEvents(target, e);
     },
 
     /**
      * @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._cacheTransformEventData(e);
       this._handleEvent(e, 'dblclick');
       this._resetTransformEventData(e);
     },
 
     /**
      * @private
      * @param {Event} e Event object fired on mousedown
      */
     _onMouseDown: function (e) {
       this.__onMouseDown(e);
       this._resetTransformEventData();
       addListener(fabric.document, 'touchend', this._onMouseUp, addEventOptions);
       addListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);
 
       removeListener(this.upperCanvasEl, 'mousemove', this._onMouseMove, addEventOptions);
       removeListener(this.upperCanvasEl, 'touchmove', this._onMouseMove, addEventOptions);
 
       if (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, addEventOptions);
       }
     },
 
     /**
      * @private
      * @param {Event} e Event object fired on mouseup
      */
     _onMouseUp: function (e) {
       this.__onMouseUp(e);
       this._resetTransformEventData();
       removeListener(fabric.document, 'mouseup', this._onMouseUp);
       removeListener(fabric.document, 'touchend', this._onMouseUp, addEventOptions);
 
       removeListener(fabric.document, 'mousemove', this._onMouseMove, addEventOptions);
       removeListener(fabric.document, 'touchmove', this._onMouseMove, addEventOptions);
 
       addListener(this.upperCanvasEl, 'mousemove', this._onMouseMove, addEventOptions);
       addListener(this.upperCanvasEl, 'touchmove', this._onMouseMove, addEventOptions);
 
       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
      */
     _shouldRender: function(target) {
       var activeObject = this._activeObject;
 
       if (
         !!activeObject !== !!target ||
         (activeObject && target && (activeObject !== target))
       ) {
         // this covers: switch of target, from target to no target, selection of target
         // multiSelection with key and mouse
         return true;
       }
       else if (activeObject && activeObject.isEditing) {
         // if we mouse up/down over a editing textbox a cursor change,
         // there is no need to re render
         return false;
       }
       return false;
     },
 
     /**
      * 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, transform = this._currentTransform,
           groupSelector = this._groupSelector, shouldRender = false,
           isClick = (!groupSelector || (groupSelector.left === 0 && groupSelector.top === 0));
       this._cacheTransformEventData(e);
       target = this._target;
       this._handleEvent(e, 'up:before');
       // if right/middle click just fire events and return
       // target undefined will make the _handleEvent search the target
       if (checkClick(e, RIGHT_CLICK)) {
         if (this.fireRightClick) {
           this._handleEvent(e, 'up', RIGHT_CLICK, isClick);
         }
         return;
       }
 
       if (checkClick(e, MIDDLE_CLICK)) {
         if (this.fireMiddleClick) {
           this._handleEvent(e, 'up', MIDDLE_CLICK, isClick);
         }
         this._resetTransformEventData();
         return;
       }
 
       if (this.isDrawingMode && this._isCurrentlyDrawing) {
         this._onMouseUpInDrawingMode(e);
         return;
       }
 
       if (transform) {
         this._finalizeCurrentTransform(e);
         shouldRender = transform.actionPerformed;
       }
 
       if (!isClick) {
         this._maybeGroupObjects(e);
         shouldRender || (shouldRender = this._shouldRender(target));
       }
       if (target) {
         target.isMoving = false;
       }
       this._setCursorFromEvent(e, target);
       this._handleEvent(e, 'up', LEFT_CLICK, isClick);
       this._groupSelector = null;
       this._currentTransform = null;
       // reset the target information about which corner is selected
       target && (target.__corner = 0);
       if (shouldRender) {
         this.requestRenderAll();
       }
       else if (!isClick) {
         this.renderTop();
       }
     },
 
     /**
      * @private
      * Handle event firing for target and subtargets
      * @param {Event} e event from mouse
      * @param {String} eventType event to fire (up, down or move)
      * @return {Fabric.Object} target return the the target found, for internal reasons.
      */
     _simpleEventHandler: function(eventType, e) {
       var target = this.findTarget(e),
           targets = this.targets,
           options = {
             e: e,
             target: target,
             subTargets: targets,
           };
       this.fire(eventType, options);
       target && target.fire(eventType, options);
       if (!targets) {
         return target;
       }
       for (var i = 0; i < targets.length; i++) {
         targets[i].fire(eventType, options);
       }
       return target;
     },
 
     /**
      * @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, button, isClick) {
       var target = this._target,
           targets = this.targets || [],
           options = {
             e: e,
             target: target,
             subTargets: targets,
             button: button || LEFT_CLICK,
             isClick: isClick || false,
             pointer: this._pointer,
             absolutePointer: this._absolutePointer,
             transform: this._currentTransform
           };
       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,
           eventName,
           options = {
             e: e,
             target: target,
             transform: transform,
           };
 
       if (target._scaling) {
         target._scaling = false;
       }
 
       target.setCoords();
 
       if (transform.actionPerformed || (this.stateful && target.hasStateChanged())) {
         if (transform.actionPerformed) {
           eventName = this._addEventOptions(options, transform);
           this._fire(eventName, options);
         }
         this._fire('modified', options);
       }
     },
 
     /**
      * Mutate option object in order to add by property and give back the event name.
      * @private
      * @param {Object} options to mutate
      * @param {Object} transform to inspect action from
      */
     _addEventOptions: function(options, transform) {
       // we can probably add more details at low cost
       // scale change, rotation changes, translation changes
       var eventName, by;
       switch (transform.action) {
         case 'scaleX':
           eventName = 'scaled';
           by = 'x';
           break;
         case 'scaleY':
           eventName = 'scaled';
           by = 'y';
           break;
         case 'skewX':
           eventName = 'skewed';
           by = 'x';
           break;
         case 'skewY':
           eventName = 'skewed';
           by = 'y';
           break;
         case 'scale':
           eventName = 'scaled';
           by = 'equally';
           break;
         case 'rotate':
           eventName = 'rotated';
           break;
         case 'drag':
           eventName = 'moved';
           break;
       }
       options.by = by;
       return eventName;
     },
 
     /**
      * @private
      * @param {Event} e Event object fired on mousedown
      */
     _onMouseDownInDrawingMode: function(e) {
       this._isCurrentlyDrawing = true;
       if (this.getActiveObject()) {
         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) {
       this._cacheTransformEventData(e);
       this._handleEvent(e, 'down:before');
       var target = this._target;
       // if right click just fire events
       if (checkClick(e, RIGHT_CLICK)) {
         if (this.fireRightClick) {
           this._handleEvent(e, 'down', RIGHT_CLICK);
         }
         return;
       }
 
       if (checkClick(e, MIDDLE_CLICK)) {
         if (this.fireMiddleClick) {
           this._handleEvent(e, 'down', MIDDLE_CLICK);
         }
         return;
       }
 
       if (this.isDrawingMode) {
         this._onMouseDownInDrawingMode(e);
         return;
       }
 
       // ignore if some object is being transformed at this moment
       if (this._currentTransform) {
         return;
       }
 
       var pointer = this._pointer;
       // save pointer for check in __onMouseUp event
       this._previousPointer = pointer;
       var shouldRender = this._shouldRender(target),
           shouldGroup = this._shouldGroup(e, target);
       if (this._shouldClearSelection(e, target)) {
         this.discardActiveObject(e);
       }
       else if (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) {
         var alreadySelected = target === this._activeObject;
         if (target.selectable) {
           this.setActiveObject(target, e);
         }
         if (target === this._activeObject && (target.__corner || !shouldGroup)) {
           this._setupCurrentTransform(e, target, alreadySelected);
         }
       }
       this._handleEvent(e, 'down');
       // we must renderAll so that we update the visuals
       (shouldRender || shouldGroup) && this.requestRenderAll();
     },
 
     /**
      * reset cache form common information needed during event processing
      * @private
      */
     _resetTransformEventData: function() {
       this._target = null;
       this._pointer = null;
       this._absolutePointer = null;
     },
 
     /**
      * Cache common information needed during event processing
      * @private
      * @param {Event} e Event object fired on event
      */
     _cacheTransformEventData: function(e) {
       // reset in order to avoid stale caching
       this._resetTransformEventData();
       this._pointer = this.getPointer(e, true);
       this._absolutePointer = this.restorePointerVpt(this._pointer);
       this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e) || null;
     },
 
     /**
      * @private
      */
     _beforeTransform: function(e) {
       var t = this._currentTransform;
       this.stateful && t.target.saveState();
       this.fire('before:transform', {
         e: e,
         transform: t,
       });
       // determine if it's a drag or rotate case
       if (t.corner) {
         this.onBeforeScaleRotate(t.target);
       }
     },
 
     /**
      * 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) {
       this._handleEvent(e, 'move:before');
       this._cacheTransformEventData(e);
       var target, pointer;
 
       if (this.isDrawingMode) {
         this._onMouseMoveInDrawingMode(e);
         return;
       }
       if (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
       if (groupSelector) {
         pointer = this._pointer;
 
         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._resetTransformEventData();
     },
 
     /**
      * Manage the mouseout, mouseover events for the fabric object on the canvas
      * @param {Fabric.Object} target the target where the target from the mousemove event
      * @param {Event} e Event object fired on mousemove
      * @private
      */
     _fireOverOutEvents: function(target, e) {
       this.fireSynteticInOutEvents(target, e, {
         targetName: '_hoveredTarget',
         canvasEvtOut: 'mouse:out',
         evtOut: 'mouseout',
         canvasEvtIn: 'mouse:over',
         evtIn: 'mouseover',
       });
     },
 
     /**
      * Manage the dragEnter, dragLeave events for the fabric objects on the canvas
      * @param {Fabric.Object} target the target where the target from the onDrag event
      * @param {Event} e Event object fired on ondrag
      * @private
      */
     _fireEnterLeaveEvents: function(target, e) {
       this.fireSynteticInOutEvents(target, e, {
         targetName: '_draggedoverTarget',
         evtOut: 'dragleave',
         evtIn: 'dragenter',
       });
     },
 
     /**
      * Manage the syntetic in/out events for the fabric objects on the canvas
      * @param {Fabric.Object} target the target where the target from the supported events
      * @param {Event} e Event object fired
      * @param {Object} config configuration for the function to work
      * @param {String} config.targetName property on the canvas where the old target is stored
      * @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out
      * @param {String} config.evtOut name of the event to fire for out
      * @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in
      * @param {String} config.evtIn name of the event to fire for in
      * @private
      */
     fireSynteticInOutEvents: function(target, e, config) {
       var inOpt, outOpt, oldTarget = this[config.targetName], outFires, inFires,
           targetChanged = oldTarget !== target, canvasEvtIn = config.canvasEvtIn, canvasEvtOut = config.canvasEvtOut;
       if (targetChanged) {
         inOpt = { e: e, target: target, previousTarget: oldTarget };
         outOpt = { e: e, target: oldTarget, nextTarget: target };
         this[config.targetName] = target;
       }
       inFires = target && targetChanged;
       outFires = oldTarget && targetChanged;
       if (outFires) {
         canvasEvtOut && this.fire(canvasEvtOut, outOpt);
         oldTarget.fire(config.evtOut, outOpt);
       }
       if (inFires) {
         canvasEvtIn && this.fire(canvasEvtIn, inOpt);
         target.fire(config.evtIn, inOpt);
       }
     },
 
     /**
      * Method that defines actions when an Event Mouse Wheel
      * @param {Event} e Event object fired on mouseup
      */
     __onMouseWheel: function(e) {
       this._cacheTransformEventData(e);
       this._handleEvent(e, 'wheel');
       this._resetTransformEventData();
     },
 
     /**
      * @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,
           action = transform.action,
           actionPerformed = false,
           options = {
             target: transform.target,
             e: e,
             transform: transform,
             pointer: pointer
           };
 
       if (action === 'rotate') {
         (actionPerformed = this._rotateObject(x, y)) && this._fire('rotating', options);
       }
       else if (action === 'scale') {
         (actionPerformed = this._onScale(e, transform, x, y)) && this._fire('scaling', options);
       }
       else if (action === 'scaleX') {
         (actionPerformed = this._scaleObject(x, y, 'x')) && this._fire('scaling', options);
       }
       else if (action === 'scaleY') {
         (actionPerformed = this._scaleObject(x, y, 'y')) && this._fire('scaling', options);
       }
       else if (action === 'skewX') {
         (actionPerformed = this._skewObject(x, y, 'x')) && this._fire('skewing', options);
       }
       else if (action === 'skewY') {
         (actionPerformed = this._skewObject(x, y, 'y')) && this._fire('skewing', options);
       }
       else {
         actionPerformed = this._translateObject(x, y);
         if (actionPerformed) {
           this._fire('moving', options);
           this.setCursor(options.target.moveCursor || this.moveCursor);
         }
       }
       transform.actionPerformed = transform.actionPerformed || actionPerformed;
     },
 
     /**
      * @private
      */
     _fire: function(eventName, options) {
       this.fire('object:' + eventName, options);
       options.target.fire(eventName, options);
     },
 
     /**
      * @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));
 
       if (!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);
 
       if (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') && !target.onSelect({ e: e });
     },
 
     /**
      * @private
      * @param {Event} e Event object
      * @param {fabric.Object} target
      */
     _handleGrouping: function (e, target) {
       var activeObject = this._activeObject;
       // avoid multi select when shift click on a corner
       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 || !target.selectable) {
           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;
         if (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._objects,
           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(e),
           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(e) {
       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 || currentObject.onSelect({ e: e })) {
           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;
     }
   });
 
 })();
 
 
 (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, to have consistent
      * @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.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 2.0.0
      * @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) * (options.enableRetinaScaling ? 1 : 1 / this.getRetinaScaling()),
           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;
       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) {
     if (!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.util.createCanvasElement();
 
     el.width = this.width;
     el.height = this.height;
 
     var clone = new fabric.Canvas(el);
     clone.clipTo = this.clipTo;
     if (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;
 
   if (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 modified
    * @fires moved
    * @fires scaled
    * @fires rotated
    * @fires skewed
    *
    * @fires rotating
    * @fires scaling
    * @fires moving
    * @fires skewing
    *
    * @fires mousedown
    * @fires mouseup
    * @fires mouseover
    * @fires mouseout
    * @fires mousewheel
    * @fires mousedblclick
    *
    * @fires dragover
    * @fires dragenter
    * @fires dragleave
    * @fires drop
    */
   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
      * takes css colors https://www.w3.org/TR/css-color-3/
      * @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.
      * takes css colors https://www.w3.org/TR/css-color-3/
      * @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
      * takes css colors https://www.w3.org/TR/css-color-3/
      * @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 offset of an object's stroke
      * @type Number
      * @default
      */
     strokeDashOffset: 0,
 
     /**
      * 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:         4,
 
     /**
      * 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).
      * If you are using code minification, ctx argument can be minified/manglied you should use
      * as a workaround `var ctx = arguments[0];` in the function;
      * 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 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 corner during mouse move.
      * 0 is no corner, or 'mt', 'ml', 'mtr' etc..
      * It should be private, but there is no harm in using it as
      * a read-only property.
      * @type number|string|any
      * @default 0
      */
     __corner: 0,
 
     /**
      * Determines 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 strokeDashOffset strokeLineJoin strokeMiterLimit ' +
       'angle opacity fill globalCompositeOperation shadow clipTo visible backgroundColor ' +
       'skewX skewY fillRule paintFirst clipPath'
     ).split(' '),
 
     /**
      * List of properties to consider when checking if cache needs refresh
      * Those properties are checked by statefullCache ON ( or lazy mode if we want ) or from single
      * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty
      * and refreshed at the next render
      * @type Array
      */
     cacheProperties: (
       'fill stroke strokeWidth strokeDashArray width height paintFirst' +
       ' strokeLineCap strokeDashOffset strokeLineJoin strokeMiterLimit backgroundColor clipPath'
     ).split(' '),
 
     /**
      * a fabricObject that, without stroke define a clipping area with their shape. filled in black
      * the clipPath object gets used when the object has rendered, and the context is placed in the center
      * of the object cacheCanvas.
      * If you want 0,0 of a clipPath to align with an object center, use clipPath.originX/Y to 'center'
      * @type fabric.Object
      */
     clipPath: undefined,
 
     /**
      * Meaningful ONLY when the object is used as clipPath.
      * if true, the clipPath will make the object clip to the outside of the clipPath
      * since 2.4.0
      * @type boolean
      * @default false
      */
     inverted: false,
 
     /**
      * Meaningful ONLY when the object is used as clipPath.
      * if true, the clipPath will have its top and left relative to canvas, and will
      * not be influenced by the object transform. This will make the clipPath relative
      * to the canvas, but clipping just a particular object.
      * WARNING this is beta, this feature may change or be renamed.
      * since 2.4.0
      * @type boolean
      * @default false
      */
     absolutePositioned: false,
 
     /**
      * 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.util.createCanvasElement();
       this._cacheContext = this._cacheCanvas.getContext('2d');
       this._updateCacheCanvas();
       // if canvas gets created, is empty, so dirty.
       this.dirty = true;
     },
 
     /**
      * 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);
       if (width > x) {
         dims.zoomX /= width / x;
         dims.width = x;
         dims.capped = true;
       }
       if (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
      * @return {Object}.x width of object to be cached
      * @return {Object}.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 objectScale = this.getTotalObjectScaling(),
           dim = this._getNonTransformedDimensions(),
           zoomX = objectScale.scaleX,
           zoomY = objectScale.scaleY,
           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() {
       var targetCanvas = this.canvas;
       if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {
         var target = targetCanvas._currentTransform.target,
             action = targetCanvas._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) {
         if (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,
             strokeDashOffset:         this.strokeDashOffset,
             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),
           };
 
       if (this.clipPath) {
         object.clipPath = this.clipPath.toObject(propertiesToInclude);
         object.clipPath.inverted = this.clipPath.inverted;
         object.clipPath.absolutePositioned = this.clipPath.absolutePositioned;
       }
 
       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 [] === []
         if (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 scale factor counting also the group scaling, zoom and retina
      * @return {Object} object with scaleX and scaleY properties
      */
     getTotalObjectScaling: function() {
       var scale = this.getObjectScaling(), scaleX = scale.scaleX, scaleY = scale.scaleY;
       if (this.canvas) {
         var zoom = this.canvas.getZoom();
         var retina = this.canvas.getRetinaScaling();
         scaleX *= zoom * retina;
         scaleY *= zoom * retina;
       }
       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 {Array}
      */
     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.strokeWidth === 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;
       }
       if (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);
       if (this.shouldCache()) {
         this.renderCache();
         this.drawCacheOnCanvas(ctx);
       }
       else {
         this._removeCacheCanvas();
         this.dirty = false;
         this.drawObject(ctx);
         if (this.objectCaching && this.statefullCache) {
           this.saveState({ propertySet: 'cacheProperties' });
         }
       }
       this.clipTo && ctx.restore();
       ctx.restore();
     },
 
     renderCache: function(options) {
       options = options || {};
       if (!this._cacheCanvas) {
         this._createCacheCanvas();
       }
       if (this.isCacheDirty()) {
         this.statefullCache && this.saveState({ propertySet: 'cacheProperties' });
         this.drawObject(this._cacheContext, options.forClipping);
         this.dirty = false;
       }
     },
 
     /**
      * 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() {
       if (this.paintFirst === 'stroke' && typeof this.shadow === 'object') {
         return true;
       }
       if (this.clipPath) {
         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 clipPath
      * @param {CanvasRenderingContext2D} ctx Context to render on
      */
     drawClipPathOnCache: function(ctx) {
       var path = this.clipPath;
       ctx.save();
       // DEBUG: uncomment this line, comment the following
       // ctx.globalAlpha = 0.4
       if (path.inverted) {
         ctx.globalCompositeOperation = 'destination-out';
       }
       else {
         ctx.globalCompositeOperation = 'destination-in';
       }
       //ctx.scale(1 / 2, 1 / 2);
       if (path.absolutePositioned) {
         var m = fabric.util.invertTransform(this.calcTransformMatrix());
         ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
       }
       path.transform(ctx);
       ctx.scale(1 / path.zoomX, 1 / path.zoomY);
       ctx.drawImage(path._cacheCanvas, -path.cacheTranslationX, -path.cacheTranslationY);
       ctx.restore();
     },
 
     /**
      * Execute the drawing operation for an object on a specified context
      * @param {CanvasRenderingContext2D} ctx Context to render on
      */
     drawObject: function(ctx, forClipping) {
 
       if (forClipping) {
         this._setClippingProperties(ctx);
       }
       else {
         this._renderBackground(ctx);
         this._setStrokeStyles(ctx, this);
         this._setFillStyles(ctx, this);
       }
       this._render(ctx);
       this._drawClipPath(ctx);
     },
 
     _drawClipPath: function(ctx) {
       var path = this.clipPath;
       if (!path) { return; }
       // needed to setup a couple of variables
       // path canvas gets overridden with this one.
       // TODO find a better solution?
       path.canvas = this.canvas;
       path.shouldCache();
       path._transformDone = true;
       path.renderCache({ forClipping: true });
       this.drawClipPathOnCache(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) {
       if (this.isNotVisible()) {
         return false;
       }
       if (this._cacheCanvas && !skipCanvas && this._updateCacheCanvas()) {
         // in this case the context is already cleared.
         return true;
       }
       else {
         if (this.dirty ||
           (this.clipPath && this.clipPath.absolutePositioned) ||
           (this.statefullCache && this.hasStateChanged('cacheProperties'))
         ) {
           if (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 untransformed dimensions
      * @private
      * @param {CanvasRenderingContext2D} ctx Context to render on
      */
     _renderBackground: function(ctx) {
       if (!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.lineDashOffset = decl.strokeDashOffset;
         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;
       }
     },
 
     _setClippingProperties: function(ctx) {
       ctx.globalAlpha = 1;
       ctx.strokeStyle = 'transparent';
       ctx.fillStyle = '#000000';
     },
 
     /**
      * @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 browser 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);
       }
       if (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();
       if (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) {
       if (!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) {
       if (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);
       if (this.fillRule === 'evenodd') {
         ctx.fill('evenodd');
       }
       else {
         ctx.fill();
       }
       ctx.restore();
     },
 
     _renderStroke: function(ctx) {
       if (!this.stroke || this.strokeWidth === 0) {
         return;
       }
 
       if (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 decompose the transformMatrix
      * and assign properties to object.
      * untransformed coordinates
      * @private
      * @chainable
      */
     _assignTransformMatrixProps: function() {
       if (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 {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.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4
      * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4
      * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2
      * @return {fabric.Object} thisArg
      */
     cloneAsImage: function(callback, options) {
       var dataUrl = this.toDataURL(options);
       fabric.util.loadImage(dataUrl, function(img) {
         if (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.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4
      * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4
      * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2
      * @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 utils = fabric.util, origParams = utils.saveObjectTransform(this),
           originalShadow = this.shadow, abs = Math.abs;
 
       if (options.withoutTransform) {
         utils.resetObjectTransform(this);
       }
       if (options.withoutShadow) {
         this.shadow = null;
       }
 
       var el = fabric.util.createCanvasElement(),
           // skip canvas zoom and calculate with setCoords now.
           boundingRect = this.getBoundingRect(true, true),
           shadow = this.shadow, scaling,
           shadowOffset = { x: 0, y: 0 }, shadowBlur;
 
       if (shadow) {
         shadowBlur = shadow.blur;
         scaling = this.getObjectScaling();
         shadowOffset.x = 2 * Math.round((abs(shadow.offsetX) + shadowBlur) * abs(scaling.scaleX));
         shadowOffset.y = 2 * Math.round((abs(shadow.offsetY) + shadowBlur) * abs(scaling.scaleY));
       }
       el.width = boundingRect.width + shadowOffset.x;
       el.height = boundingRect.height + shadowOffset.y;
       el.width += el.width % 2 ? 2 - el.width % 2 : 0;
       el.height += el.height % 2 ? 2 - el.height % 2 : 0;
       var canvas = new fabric.StaticCanvas(el, {
         enableRetinaScaling: options.enableRetinaScaling,
         renderOnAddRemove: false,
         skipOffscreen: false,
       });
       if (options.format === 'jpeg') {
         canvas.backgroundColor = '#fff';
       }
       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.shadow = originalShadow;
       this.set(origParams).setCoords();
       this.canvas = originalCanvas;
       // canvas.dispose will call image.dispose that will nullify the elements
       // since this canvas is a simple element for the process, we remove references
       // to objects in this way in order to avoid object trashing.
       canvas._objects = [];
       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] transformMatrix 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
       };
 
       if (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
      * @param {Function} [callback] Callback to invoke when image set as a pattern
      * @return {fabric.Object} thisArg
      * @chainable
      * @see {@link http://jsfiddle.net/fabricjs/QT3pa/|jsFiddle demo}
      * @example <caption>Set pattern</caption>
      * object.setPatternFill({
      *   source: 'http://fabricjs.com/assets/escheresque_ste.png',
      *   repeat: 'repeat'
      * },canvas.renderAll.bind(canvas));
      */
     setPatternFill: function(options, callback) {
       return this.set('fill', new fabric.Pattern(options, callback));
     },
 
     /**
      * 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;
 
       if (shouldCenterOrigin) {
         this._setOriginToCenter();
       }
 
       this.set('angle', angle);
 
       if (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 specified using globalCompositeOperation property
      * @param {CanvasRenderingContext2D} ctx Rendering canvas context
      */
     _setupCompositeOperation: function (ctx) {
       if (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];
       }
       fabric.util.enlivenObjects([object.clipPath], function(enlivedProps) {
         object.clipPath = enlivedProps[0];
         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 = fabric.util.cos(angle) * hypotFull,
           yFull = fabric.util.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');
     },
   });
 
 })();
 
 
 (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,
       transformPoint = fabric.util.transformPoint;
 
   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 appears on screen
      * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
      * @return {Boolean} true if object is fully or partially contained within canvas
      */
     isOnScreen: function(calculate) {
       if (!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, calculate)) {
         return true;
       }
       return this._containsCenterOfCanvas(pointTL, pointBR, calculate);
     },
 
     /**
      * Checks if the object contains the midpoint between canvas extremities
      * Does not make sense outside the context of isOnScreen and isPartiallyOnScreen
      * @private
      * @param {Fabric.Point} pointTL Top Left point
      * @param {Fabric.Point} pointBR Top Right point
      * @param {Boolean} calculate use coordinates of current position instead of .oCoords
      * @return {Boolean} true if the objects containe the point
      */
     _containsCenterOfCanvas: function(pointTL, pointBR, calculate) {
       // 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 };
       if (this.containsPoint(centerPoint, null, true, calculate)) {
         return true;
       }
       return false;
     },
 
     /**
      * Checks if object is partially contained within the canvas with current viewportTransform
      * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords
      * @return {Boolean} true if object is partially contained within canvas
      */
     isPartiallyOnScreen: function(calculate) {
       if (!this.canvas) {
         return false;
       }
       var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br;
       if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) {
         return true;
       }
       return this._containsCenterOfCanvas(pointTL, pointBR, calculate);
     },
 
     /**
      * 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 / .aCoords
      * @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
      * before 2.0 it was named getWidth();
      * @return {Number} width value
      */
     getScaledWidth: function() {
       return this._getTransformedDimensions().x;
     },
 
     /**
      * Returns height of an object bounding box counting transformations
      * before 2.0 it was named getHeight();
      * @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) {
         if (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 rotateMatrix = this._calcRotateMatrix(),
           translateMatrix = this._calcTranslateMatrix(),
           startMatrix = multiplyMatrices(translateMatrix, rotateMatrix),
           vpt = this.getViewportTransform(),
           finalMatrix = absolute ? startMatrix : multiplyMatrices(vpt, startMatrix),
           dim = this._getTransformedDimensions(),
           w = dim.x / 2, h = dim.y / 2,
           tl = transformPoint({ x: -w, y: -h }, finalMatrix),
           tr = transformPoint({ x: w, y: -h }, finalMatrix),
           bl = transformPoint({ x: -w, y: h }, finalMatrix),
           br = transformPoint({ x: w, y: h }, finalMatrix);
       if (!absolute) {
         var padding = this.padding, angle = degreesToRadians(this.angle),
             cos = fabric.util.cos(angle), sin = fabric.util.sin(angle),
             cosP = cos * padding, sinP = sin * padding, cosPSinP = cosP + sinP,
             cosPMinusSinP = cosP - sinP;
         if (padding) {
           tl.x -= cosPMinusSinP;
           tl.y -= cosPSinP;
           tr.x += cosPSinP;
           tr.y -= cosPMinusSinP;
           bl.x -= cosPSinP;
           bl.y += cosPMinusSinP;
           br.x += cosPMinusSinP;
           br.y += cosPSinP;
         }
         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 + sin * this.rotatingPointOffset, mt.y - cos * this.rotatingPointOffset);
       }
 
       // if (!absolute) {
       //   var canvas = this.canvas;
       //   setTimeout(function() {
       //     canvas.contextTop.clearRect(0, 0, 700, 700);
       //     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 {@link https://github.com/kangax/fabric.js/wiki/When-to-call-setCoords|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() {
       if (this.angle) {
         var theta = degreesToRadians(this.angle), cos = fabric.util.cos(theta), sin = fabric.util.sin(theta);
         return [cos, sin, -sin, cos, 0, 0];
       }
       return fabric.iMatrix.concat();
     },
 
     /**
      * calculate the translation matrix for an object transform
      * @return {Array} rotation matrix for the object
      */
     _calcTranslateMatrix: function() {
       var center = this.getCenterPoint();
       return [1, 0, 0, 1, center.x, center.y];
     },
 
     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.originX + sep + this.originY +
         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) {
       if (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 matrix = this._calcTranslateMatrix(),
           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) {
       if (typeof skewX === 'undefined') {
         skewX = this.skewX;
       }
       if (typeof skewY === 'undefined') {
         skewY = this.skewY;
       }
       var dimensions = this._getNonTransformedDimensions();
       if (skewX === 0 && skewY === 0) {
         return { x: dimensions.x * this.scaleX, y: dimensions.y * this.scaleY };
       }
       var 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) {
     if (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) {
     if (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() {
   function getSvgColorString(prop, value) {
     if (!value) {
       return prop + ': none; ';
     }
     else if (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 ? this.fillRule : 'nonzero',
           strokeWidth = this.strokeWidth ? this.strokeWidth : '0',
           strokeDashArray = this.strokeDashArray ? this.strokeDashArray.join(' ') : 'none',
           strokeDashOffset = this.strokeDashOffset ? this.strokeDashOffset : '0',
           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-dashoffset: ', strokeDashOffset, '; ',
         'stroke-linejoin: ', strokeLineJoin, '; ',
         'stroke-miterlimit: ', strokeMiterLimit, '; ',
         fill,
         'fill-rule: ', fillRule, '; ',
         'opacity: ', opacity, ';',
         filter,
         visibility
       ].join('');
     },
 
     /**
      * Returns styles-string for svg-export
      * @param {Object} style the object from which to retrieve style properties
      * @param {Boolean} useWhiteSpace a boolean to include an additional attribute in the style.
      * @return {String}
      */
     getSvgSpanStyles: function(style, useWhiteSpace) {
       var term = '; ';
       var fontFamily = style.fontFamily ?
         'font-family: ' + (((style.fontFamily.indexOf('\'') === -1 && style.fontFamily.indexOf('"') === -1) ?
           '\'' + style.fontFamily  + '\'' : style.fontFamily)) + term : '';
       var strokeWidth = style.strokeWidth ? 'stroke-width: ' + style.strokeWidth + term : '',
           fontFamily = fontFamily,
           fontSize = style.fontSize ? 'font-size: ' + style.fontSize + 'px' + 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),
           deltaY = style.deltaY ? 'baseline-shift: ' + (-style.deltaY) + '; ' : '';
       if (textDecoration) {
         textDecoration = 'text-decoration: ' + textDecoration + term;
       }
 
       return [
         stroke,
         strokeWidth,
         fontFamily,
         fontSize,
         fontStyle,
         fontWeight,
         textDecoration,
         fill,
         deltaY,
         useWhiteSpace ? 'white-space: pre; ' : ''
       ].join('');
     },
 
     /**
      * Returns text-decoration property for svg-export
      * @param {Object} style the object from which to retrieve style properties
      * @return {String}
      */
     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}
      */
     getSvgCommons: function() {
       return [
         this.id ? 'id="' + this.id + '" ' : '',
         this.clipPath ? 'clip-path="url(#' + this.clipPath.clipPathId + ')" ' : '',
       ].join('');
     },
 
     /**
      * Returns transform-string for svg-export
      * @param {Boolean} use the full transform or the single object one.
      * @return {String}
      */
     getSvgTransform: function(full, additionalTransform) {
       var transform = full ? this.calcTransformMatrix() : this.calcOwnMatrix(),
           svgTransform = transform.map(function(value) {
             return toFixed(value, fabric.Object.NUM_FRACTION_DIGITS);
           }).join(' ');
       return 'transform="matrix(' + svgTransform + ')' +
         (additionalTransform || '') + this.getSvgTransformMatrix() + '" ';
     },
 
     /**
      * 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) {
       if (this.backgroundColor) {
         var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;
         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');
       }
     },
 
     /**
      * 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) {
       return this._createBaseSVGMarkup(this._toSVG(), { reviver: reviver });
     },
 
     /**
      * Returns svg clipPath representation of an instance
      * @param {Function} [reviver] Method for further parsing of svg representation.
      * @return {String} svg representation of an instance
      */
     toClipPathSVG: function(reviver) {
       return '\t' + this._createBaseClipPathSVGMarkup(this._toSVG(), { reviver: reviver });
     },
 
     /**
      * @private
      */
     _createBaseClipPathSVGMarkup: function(objectMarkup, options) {
       options = options || {};
       var reviver = options.reviver,
           additionalTransform = options.additionalTransform || '',
           commonPieces = [
             this.getSvgTransform(true, additionalTransform),
             this.getSvgCommons(),
           ].join(''),
           // insert commons in the markup, style and svgCommons
           index = objectMarkup.indexOf('COMMON_PARTS');
       objectMarkup[index] = commonPieces;
       return reviver ? reviver(objectMarkup.join('')) : objectMarkup.join('');
     },
 
     /**
      * @private
      */
     _createBaseSVGMarkup: function(objectMarkup, options) {
       options = options || {};
       var noStyle = options.noStyle, withShadow = options.withShadow,
           reviver = options.reviver,
           styleInfo = noStyle ? '' : 'style="' + this.getSvgStyles() + '" ',
           shadowInfo = withShadow ? 'style="' + this.getSvgFilter() + '" ' : '',
           clipPath = this.clipPath,
           absoluteClipPath = this.clipPath && this.clipPath.absolutePositioned,
           commonPieces, markup = [], clipPathMarkup,
           // insert commons in the markup, style and svgCommons
           index = objectMarkup.indexOf('COMMON_PARTS'),
           additionalTransform = options.additionalTransform;
       if (clipPath) {
         clipPath.clipPathId = 'CLIPPATH_' + fabric.Object.__uid++;
         clipPathMarkup = '<clipPath id="' + clipPath.clipPathId + '" >\n' +
           this.clipPath.toClipPathSVG(reviver) +
           '</clipPath>\n';
       }
       if (absoluteClipPath) {
         markup.push(
           '<g ', shadowInfo, this.getSvgCommons(), ' >\n'
         );
       }
       markup.push(
         '<g ',
         this.getSvgTransform(false),
         !absoluteClipPath ? shadowInfo + this.getSvgCommons() : '',
         ' >\n'
       );
       commonPieces = [
         styleInfo,
         noStyle ? '' : this.addPaintOrder(), ' ',
         additionalTransform ? 'transform="' + additionalTransform + '" ' : '',
       ].join('');
       objectMarkup[index] = commonPieces;
       if (this.fill && this.fill.toLive) {
         markup.push(this.fill.toSVG(this, false));
       }
       if (this.stroke && this.stroke.toLive) {
         markup.push(this.stroke.toSVG(this, false));
       }
       if (this.shadow) {
         markup.push(this.shadow.toSVG(this));
       }
       if (clipPath) {
         markup.push(clipPathMarkup);
       }
       markup.push(objectMarkup.join(''));
       markup.push('</g>\n');
       absoluteClipPath && markup.push('</g>\n');
       return reviver ? reviver(markup.join('')) : markup.join('');
     },
 
     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 (!Array.isArray(currentValue) || origValue.length !== currentValue.length) {
         return false;
       }
       for (var i = 0, len = origValue.length; i < len; i++) {
         if (!_isEqual(origValue[i], currentValue[i])) {
           return false;
         }
       }
       return true;
     }
     else if (origValue && typeof origValue === 'object') {
       var keys = Object.keys(origValue), key;
       if (!currentValue ||
           typeof currentValue !== 'object' ||
           (!firstPass && keys.length !== Object.keys(currentValue).length)
       ) {
         return false;
       }
       for (var i = 0, len = keys.length; i < len; i++) {
         key = keys[i];
         // since clipPath is in the statefull cache list and the clipPath objects
         // would be iterated as an object, this would lead to possible infinite recursion
         if (key === 'canvas') {
           continue;
         }
         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) {
 
         if (!this.isControlVisible(i)) {
           continue;
         }
 
         if (i === 'mtr' && !this.hasRotatingPoint) {
           continue;
         }
 
         if (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 * fabric.util.cos(newTheta),
           sinHalfOffset = cornerHypotenuse * fabric.util.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) {
       if (!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
       );
 
       if (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;
       if (!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);
 
       if (!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
       if (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 || {};
       if (!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);
           if (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);
 
     if (!('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');
 
   if (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');
       if (this.strokeLineCap === 'butt') {
         if (this.width === 0) {
           dim.y -= this.strokeWidth;
         }
         if (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
      * @return {Array} an array of strings with the specific svg representation
      * of the instance
      */
     _toSVG: function() {
       var p = this.calcLinePoints();
       return [
         '<line ', 'COMMON_PARTS',
         'x1="', p.x1,
         '" y1="', p.y1,
         '" x2="', p.x2,
         '" y2="', p.y2,
         '" />\n'
       ];
     },
     /* _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;
 
   if (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
      * deprectated type, this should be in degree, this was an oversight.
      * probably will change to degrees in next major version
      * @type Number
      * @default 0
      */
     startAngle: 0,
 
     /**
      * End angle of the circle
      * deprectated type, this should be in degree, this was an oversight.
      * probably will change to degrees in next major version
      * @type Number
      * @default 2Pi
      */
     endAngle: pi * 2,
 
     cacheProperties: fabric.Object.prototype.cacheProperties.concat('radius', 'startAngle', 'endAngle'),
 
     /**
      * @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
      * @return {Array} an array of strings with the specific svg representation
      * of the instance
      */
     _toSVG: function() {
       var svgString, x = 0, y = 0,
           angle = (this.endAngle - this.startAngle) % ( 2 * pi);
 
       if (angle === 0) {
         svgString = [
           '<circle ', 'COMMON_PARTS',
           'cx="' + x + '" cy="' + y + '" ',
           'r="', this.radius,
           '" />\n'
         ];
       }
       else {
         var startX = fabric.util.cos(this.startAngle) * this.radius,
             startY = fabric.util.sin(this.startAngle) * this.radius,
             endX = fabric.util.cos(this.endAngle) * this.radius,
             endY = fabric.util.sin(this.endAngle) * this.radius,
             largeFlag = angle > pi ? '1' : '0';
         svgString = [
           '<path d="M ' + startX + ' ' + startY,
           ' A ' + this.radius + ' ' + this.radius,
           ' 0 ', +largeFlag + ' 1', ' ' + endX + ' ' + endY,
           '"', 'COMMON_PARTS', ' />\n'
         ];
       }
       return svgString;
     },
     /* _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 {Function} [callback] Options callback invoked after parsing is finished
    * @param {Object} [options] Options object
    * @throws {Error} If value of `r` attribute is missing or invalid
    */
   fabric.Circle.fromElement = function(element, callback) {
     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(parsedAttributes));
   };
 
   /**
    * @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 = { });
 
   if (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
      * @return {Array} an array of strings with the specific svg representation
      * of the instance
      */
     _toSVG: function() {
       var widthBy2 = this.width / 2,
           heightBy2 = this.height / 2,
           points = [
             -widthBy2 + ' ' + heightBy2,
             '0 ' + -heightBy2,
             widthBy2 + ' ' + heightBy2
           ].join(',');
       return [
         '<polygon ', 'COMMON_PARTS',
         'points="', points,
         '" />'
       ];
     },
     /* _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;
 
   if (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
      * @return {Array} an array of strings with the specific svg representation
      * of the instance
      */
     _toSVG: function() {
       return [
         '<ellipse ', 'COMMON_PARTS',
         'cx="0" cy="0" ',
         'rx="', this.rx,
         '" ry="', this.ry,
         '" />\n'
       ];
     },
     /* _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 {Function} [callback] Options callback invoked after parsing is finished
    * @return {fabric.Ellipse}
    */
   fabric.Ellipse.fromElement = function(element, callback) {
 
     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(parsedAttributes));
   };
   /* _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;
 
   if (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() {
       if (this.rx && !this.ry) {
         this.ry = this.rx;
       }
       else if (this.ry && !this.rx) {
         this.rx = this.ry;
       }
     },
 
     /**
      * @private
      * @param {CanvasRenderingContext2D} ctx Context to render on
      */
     _render: function(ctx) {
 
       // 1x1 case (used in spray brush) optimization was removed because
       // with caching and higher zoom level this makes more damage than help
 
       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
      * @return {Array} an array of strings with the specific svg representation
      * of the instance
      */
     _toSVG: function() {
       var x = -this.width / 2, y = -this.height / 2;
       return [
         '<rect ', 'COMMON_PARTS',
         'x="', x, '" y="', y,
         '" rx="', this.rx, '" ry="', this.ry,
         '" width="', this.width, '" height="', this.height,
         '" />\n'
       ];
     },
     /* _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;
 
   if (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
      * @return {Array} an array of strings with the specific svg representation
      * of the instance
      */
     _toSVG: function() {
       var points = [], diffX = this.pathOffset.x, diffY = this.pathOffset.y,
           NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;
 
       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), ' '
         );
       }
       return [
         '<' + this.type + ' ', 'COMMON_PARTS',
         'points="', points.join(''),
         '" />\n'
       ];
     },
     /* _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;
 
   if (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,
       toFixed = fabric.util.toFixed,
       commandLengths = {
         m: 2,
         l: 2,
         h: 1,
         v: 1,
         c: 6,
         s: 4,
         q: 4,
         t: 2,
         a: 7
       },
       repeatedCommands = {
         m: 'l',
         M: 'L'
       };
 
   if (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);
 
       if (!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
      * @return {Array} an array of strings with the specific svg representation
      * of the instance
      */
     _toSVG: function() {
       var path = this.path.map(function(path) {
         return path.join(' ');
       }).join(' ');
       return [
         '<path ', 'COMMON_PARTS',
         'd="', path,
         '" stroke-linecap="round" ',
         '/>\n'
       ];
     },
 
     _getOffsetTransform: function() {
       var digits = fabric.Object.NUM_FRACTION_DIGITS;
       return ' translate(' + toFixed(-this.pathOffset.x, digits) + ', ' +
           toFixed(-this.pathOffset.y, digits) + ')';
     },
 
     /**
      * Returns svg clipPath representation of an instance
      * @param {Function} [reviver] Method for further parsing of svg representation.
      * @return {String} svg representation of an instance
      */
     toClipPathSVG: function(reviver) {
       var additionalTransform = this._getOffsetTransform();
       return '\t' + this._createBaseClipPathSVGMarkup(
         this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform }
       );
     },
 
     /**
      * 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 additionalTransform = this._getOffsetTransform();
       return this._createBaseSVGMarkup(this._toSVG(), { reviver: reviver, additionalTransform: additionalTransform  });
     },
     /* _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]);
           if (!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) {
     if (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 = { }),
       min = fabric.util.array.min,
       max = fabric.util.array.max;
 
   if (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 (!isAlreadyGrouped) {
         var center = options && options.centerPoint;
         // we want to set origins before calculating the bounding box.
         // so that the topleft can be set with that in mind.
         // if specific top and left are passed, are overwritten later
         // with the callSuper('initialize', options)
         if (options.originX !== undefined) {
           this.originX = options.originX;
         }
         if (options.originY !== undefined) {
           this.originY = options.originY;
         }
         // 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);
       if (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') {
         while (i--) {
           this._objects[i]._set(key, value);
         }
       }
       fabric.Object.prototype._set.call(this, 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 _includeDefaultValues = this.includeDefaultValues;
       var objsToObject = this._objects.map(function(obj) {
         var originalDefaults = obj.includeDefaultValues;
         obj.includeDefaultValues = _includeDefaultValues;
         var _obj = obj.toObject(propertiesToInclude);
         obj.includeDefaultValues = originalDefaults;
         return _obj;
       });
       var obj = fabric.Object.prototype.toObject.call(this, propertiesToInclude);
       obj.objects = objsToObject;
       return obj;
     },
 
     /**
      * 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 {
         var _includeDefaultValues = this.includeDefaultValues;
         objsToObject = this._objects.map(function(obj) {
           var originalDefaults = obj.includeDefaultValues;
           obj.includeDefaultValues = _includeDefaultValues;
           var _obj = obj.toDatalessObject(propertiesToInclude);
           obj.includeDefaultValues = originalDefaults;
           return _obj;
         });
       }
       var obj = fabric.Object.prototype.toDatalessObject.call(this, propertiesToInclude);
       obj.objects = objsToObject;
       return obj;
     },
 
     /**
      * 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 fabric.Object.prototype.willDrawShadow.call(this);
       }
       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);
       }
       this._drawClipPath(ctx);
     },
 
     /**
      * Check if cache is dirty
      */
     isCacheDirty: function(skipCanvas) {
       if (this.callSuper('isCacheDirty', skipCanvas)) {
         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._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)),
           top = minXY.y || 0, left = minXY.x || 0,
           width = (maxXY.x - minXY.x) || 0,
           height = (maxXY.y - minXY.y) || 0;
       this.width = width;
       this.height = height;
       if (!onlyWidthHeight) {
         // the bounding box always finds the topleft most corner.
         // whatever is the group origin, we set up here the left/top position.
         this.setPositionByOrigin({ x: left, y: top }, 'left', 'top');
       }
     },
 
     /* _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 svgString = [];
 
       for (var i = 0, len = this._objects.length; i < len; i++) {
         svgString.push('\t', this._objects[i].toSVG(reviver));
       }
 
       return this._createBaseSVGMarkup(
         svgString,
         { reviver: reviver, noStyle: true, withShadow: true });
     },
 
     /**
      * Returns svg clipPath representation of an instance
      * @param {Function} [reviver] Method for further parsing of svg representation.
      * @return {String} svg representation of an instance
      */
     toClipPathSVG: function(reviver) {
       var svgString = [];
 
       for (var i = 0, len = this._objects.length; i < len; i++) {
         svgString.push('\t', this._objects[i].toClipPathSVG(reviver));
       }
 
       return this._createBaseClipPathSVGMarkup(svgString, { reviver: reviver });
     },
     /* _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) {
       fabric.util.enlivenObjects([object.clipPath], function(enlivedClipPath) {
         var options = fabric.util.object.clone(object, true);
         options.clipPath = enlivedClipPath[0];
         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 = { });
 
   if (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.concat();
       this._objects = [];
       var options = fabric.Object.prototype.toObject.call(this);
       var newGroup = new fabric.Group([]);
       delete options.type;
       newGroup.set(options);
       objects.forEach(function(object) {
         object.canvas.remove(object);
         object.group = newGroup;
       });
       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() + ')>';
     },
 
     /**
      * 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 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 || { };
       if (typeof childrenOverride.hasControls === 'undefined') {
         childrenOverride.hasControls = false;
       }
       if (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;
 
   if (!global.fabric) {
     global.fabric = { };
   }
 
   if (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'),
 
     /**
      * 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) {
       this.removeTexture(this.cacheKey);
       this.removeTexture(this.cacheKey + '_filtered');
       this._element = element;
       this._originalElement = element;
       this._initConfig(options);
       if (this.filters.length !== 0) {
         this.applyFilters();
       }
       // resizeFilters work on the already filtered copy.
       // we need to apply resizeFilters AFTER normal filters.
       // applyResizeFilters is run more often than normal fiters
       // and is triggered by user interactions rather than dev code
       if (this.resizeFilter) {
         this.applyResizeFilters();
       }
       return this;
     },
 
     /**
      * Delete a single texture if in webgl mode
      */
     removeTexture: function(key) {
       var backend = fabric.filterBackend;
       if (backend && backend.evictCachesForKey) {
         backend.evictCachesForKey(key);
       }
     },
 
     /**
      * Delete textures, reference to elements and eventually JSDOM cleanup
      */
     dispose: function() {
       this.removeTexture(this.cacheKey);
       this.removeTexture(this.cacheKey + '_filtered');
       this._cacheContext = undefined;
       ['_originalElement', '_element', '_filteredEl', '_cacheCanvas'].forEach((function(element) {
         fabric.util.cleanUpJsdomNode(this[element]);
         this[element] = undefined;
       }).bind(this));
     },
 
     /**
      * 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.naturalWidth || element.width,
         height: element.naturalHeight || element.height
       };
     },
 
     /**
      * @private
      * @param {CanvasRenderingContext2D} ctx Context to render on
      */
     _stroke: function(ctx) {
       if (!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) {
         if (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;
     },
 
     /**
      * Returns true if an image has crop applied, inspecting values of cropX,cropY,width,hight.
      * @return {Boolean}
      */
     hasCrop: function() {
       return this.cropX || this.cropY || this.width < this._element.width || this.height < this._element.height;
     },
 
     /* _TO_SVG_START_ */
     /**
      * Returns svg representation of an instance
      * @return {Array} an array of strings with the specific svg representation
      * of the instance
      */
     _toSVG: function() {
       var svgString = [], imageMarkup = [], strokeSvg,
           x = -this.width / 2, y = -this.height / 2, clipPath = '';
       if (this.hasCrop()) {
         var clipPathId = fabric.Object.__uid++;
         svgString.push(
           '<clipPath id="imageCrop_' + clipPathId + '">\n',
           '\t<rect x="' + x + '" y="' + y + '" width="' + this.width + '" height="' + this.height + '" />\n',
           '</clipPath>\n'
         );
         clipPath = ' clip-path="url(#imageCrop_' + clipPathId + ')" ';
       }
       imageMarkup.push('\t<image ', 'COMMON_PARTS', 'xlink:href="', this.getSvgSrc(true),
         '" x="', x - this.cropX, '" y="', y - this.cropY,
         // 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._element.width || this._element.naturalWidth,
         '" height="', this._element.height || this._element.height,
         '"', clipPath,
         '></image>\n');
 
       if (this.stroke || this.strokeDashArray) {
         var origFill = this.fill;
         this.fill = null;
         strokeSvg = [
           '\t<rect ',
           'x="', x, '" y="', y,
           '" width="', this.width, '" height="', this.height,
           '" style="', this.getSvgStyles(),
           '"/>\n'
         ];
         this.fill = origFill;
       }
       if (this.paintFirst !== 'fill') {
         svgString = svgString.concat(strokeSvg, imageMarkup);
       }
       else {
         svgString = svgString.concat(imageMarkup, strokeSvg);
       }
       return svgString;
     },
     /* _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;
       if (element) {
         if (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);
         this._setWidthHeight();
         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,
           minimumScale = this.minimumScaleTrigger,
           objectScale = this.getTotalObjectScaling(),
           scaleX = objectScale.scaleX,
           scaleY = objectScale.scaleY,
           elementToFilter = this._filteredEl || this._originalElement;
       if (this.group) {
         this.set('dirty', true);
       }
       if (!filter || (scaleX > minimumScale && scaleY > minimumScale)) {
         this._element = elementToFilter;
         this._filterScalingX = 1;
         this._filterScalingY = 1;
         this._lastScaleX = scaleX;
         this._lastScaleY = scaleY;
         return;
       }
       if (!fabric.filterBackend) {
         fabric.filterBackend = fabric.initFilterBackend();
       }
       var canvasEl = fabric.util.createCanvasElement(),
           cacheKey = this._filteredEl ? (this.cacheKey + '_filtered') : this.cacheKey,
           sourceWidth = elementToFilter.width, sourceHeight = elementToFilter.height;
       canvasEl.width = sourceWidth;
       canvasEl.height = sourceHeight;
       this._element = canvasEl;
       this._lastScaleX = filter.scaleX = scaleX;
       this._lastScaleY = 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 && !filter.isNeutralState(); });
       this.set('dirty', true);
 
       // needs to clear out or WEBGL will not resize correctly
       this.removeTexture(this.cacheKey + '_filtered');
 
       if (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;
 
       if (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
         // also dereference the eventual resized _element
         this._element = this._filteredEl;
         this._filteredEl.getContext('2d').clearRect(0, 0, sourceWidth, sourceHeight);
         // we also need to resize again at next renderAll, so remove saved _lastScaleX/Y
         this._lastScaleX = 1;
         this._lastScaleY = 1;
       }
       if (!fabric.filterBackend) {
         fabric.filterBackend = fabric.initFilterBackend();
       }
       fabric.filterBackend.applyFilters(
         filters, this._originalElement, sourceWidth, sourceHeight, this._element, this.cacheKey);
       if (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) {
       if (this.isMoving !== true && this.resizeFilter && this._needsResize()) {
         this.applyResizeFilters();
       }
       this._stroke(ctx);
       this._renderPaintInOrder(ctx);
     },
 
     /**
      * 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.
      * This is the special image version where we would like to avoid caching where possible.
      * Essentially images do not benefit from caching. They may require caching, and in that
      * case we do it. Also caching an image usually ends in a loss of details.
      * A full performance audit should be done.
      * @return {Boolean}
      */
     shouldCache: function() {
       this.ownCaching = this.objectCaching && this.needsItsOwnCache();
       return this.ownCaching;
     },
 
     _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() {
       var scale = this.getTotalObjectScaling();
       return (scale.scaleX !== this._lastScaleX || scale.scaleY !== this._lastScaleY);
     },
 
     /**
      * @private
      */
     _resetWidthHeight: function() {
       this.set(this.getOriginalSize());
     },
 
     /**
      * 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);
       if (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
      * Set the width and the height of the image object, using the element or the
      * options.
      * @param {Object} [options] Object with width/height properties
      */
     _setWidthHeight: function(options) {
       options || (options = { });
       var el = this.getElement();
       this.width = options.width || el.naturalWidth || el.width || 0;
       this.height = options.height || el.naturalHeight || el.height || 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 };
       if (pAR && (pAR.alignX !== 'none' || pAR.alignY !== 'none')) {
         if (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;
           }
         }
         if (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) {
     var object = fabric.util.object.clone(_object);
     fabric.util.loadImage(object.src, function(img, error) {
       if (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];
           fabric.util.enlivenObjects([object.clipPath], function(enlivedProps) {
             object.clipPath = enlivedProps[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) {
     if (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 = {
             alpha: true,
             premultipliedAlpha: false,
             depth: false,
             stencil: false,
             antialias: 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); });
       if (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 = fabric.Image || { };
 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.aPosition;
     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;
   },
 
   /**
    * Generic isNeutral implementation for one parameter based filters.
    * Used only in image applyFilters to discard filters that will not have an effect
    * on the image
    * Other filters may need their own verison ( ColorMatrix, HueRotation, gamma, ComposedFilter )
    * @param {Object} options
    **/
   isNeutralState: function(/* options */) {
     var main = this.mainParameter,
         _class = fabric.Image.filters[this.type].prototype;
     if (main) {
       if (Array.isArray(_class[main])) {
         for (var i = _class[main].length; i--;) {
           if (this[main][i] !== _class[main][i]) {
             return false;
           }
         }
         return true;
       }
       else {
         return _class[main] === this[main];
       }
     }
     else {
       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) {
       this._setupFrameBuffer(options);
       this.applyToWebGL(options);
       this._swapTextures(options);
     }
     else {
       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);
     },
 
     /**
      * 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];
         if (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: 0.05
    * });
    * 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) {
       if (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 if (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);
     },
 
     /**
      * Grayscale filter isNeutralState implementation
      * The filter is never neutral
      * on the image
      **/
     isNeutralState: function() {
       return false;
     },
   });
 
   /**
    * 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) {
       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];
       }
     },
 
     /**
      * Invert filter isNeutralState implementation
      * Used only in image applyFilters to discard filters that will not have an effect
      * on the image
      * @param {Object} options
      **/
     isNeutralState: function() {
       return !this.invert;
     },
 
     /**
      * 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) {
       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: 'gl_FragColor.rgb *= uColor.rgb;\n',
       screen: 'gl_FragColor.rgb = 1.0 - (1.0 - gl_FragColor.rgb) * (1.0 - uColor.rgb);\n',
       add: 'gl_FragColor.rgb += uColor.rgb;\n',
       diff: 'gl_FragColor.rgb = abs(gl_FragColor.rgb - uColor.rgb);\n',
       subtract: 'gl_FragColor.rgb -= uColor.rgb;\n',
       lighten: 'gl_FragColor.rgb = max(gl_FragColor.rgb, uColor.rgb);\n',
       darken: 'gl_FragColor.rgb = min(gl_FragColor.rgb, uColor.rgb);\n',
       exclusion: 'gl_FragColor.rgb += uColor.rgb - 2.0 * (uColor.rgb * gl_FragColor.rgb);\n',
       overlay: '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: 'gl_FragColor.rgb *= (1.0 - uColor.a);\n' +
         'gl_FragColor.rgb += uColor.rgb;\n',
     },
 
     /**
      * build the fragment source for the filters, joining the common part with
      * the specific one.
      * @param {String} mode the mode of the filter, a key of this.fragmentSource
      * @return {String} the source to be compiled
      * @private
      */
     buildSource: function(mode) {
       return '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' +
           'gl_FragColor = color;\n' +
           'if (color.a > 0.0) {\n' +
             this.fragmentSource[mode] +
           '}\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, shaderSource;
       if (!options.programCache.hasOwnProperty(cacheKey)) {
         shaderSource = this.buildSource(this.mode);
         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 image operation.
      * not implemented.
      **/
     alpha: 1,
 
     vertexSource: 'attribute vec2 aPosition;\n' +
       'varying vec2 vTexCoord;\n' +
       'varying vec2 vTexCoord2;\n' +
       'uniform mat3 uTransformMatrix;\n' +
       'void main() {\n' +
         'vTexCoord = aPosition;\n' +
         'vTexCoord2 = (uTransformMatrix * vec3(aPosition, 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 = imageData.width,
           height = imageData.height,
           tr, tg, tb, ta,
           r, g, b, a,
           canvas1, context, image = this.image, blendData;
 
       if (!resources.blendImage) {
         resources.blendImage = fabric.util.createCanvasElement();
       }
       canvas1 = resources.blendImage;
       context = canvas1.getContext('2d');
       if (canvas1.width !== width || canvas1.height !== height) {
         canvas1.width = width;
         canvas1.height = height;
       }
       else {
         context.clearRect(0, 0, width, height);
       }
       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
      * for webgl resizeType is just lanczos, for canvas2d can be:
      * bilinear, hermite, sliceHack, lanczos.
      * @param {String} resizeType
      * @default
      */
     resizeType: 'hermite',
 
     /**
      * Scale factor for resizing, x axis
      * @param {Number} scaleX
      * @default
      */
     scaleX: 1,
 
     /**
      * Scale factor for resizing, y axis
      * @param {Number} scaleY
      * @default
      */
     scaleY: 1,
 
     /**
      * LanczosLobes parameter for lanczos filter, valid for resizeType lanczos
      * @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) {
       if (options.webgl) {
         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 {
         this.applyTo2d(options);
       }
     },
 
     isNeutralState: function() {
       return this.scaleX === 1 && this.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;
 
       if (this.resizeType === 'sliceHack') {
         newData = this.sliceByTwo(options, oW, oH, dW, dH);
       }
       else if (this.resizeType === 'hermite') {
         newData = this.hermiteFastResize(options, oW, oH, dW, dH);
       }
       else if (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) {
       if (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) {
       if (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 = fabric.util.createCanvasElement();
         resources.blurLayer2 = fabric.util.createCanvasElement();
       }
       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',
 
     /**
      * Constructor
      * @param {Object} [options] Options object
      */
     initialize: function(options) {
       this.gamma = [1, 1, 1];
       filters.BaseFilter.prototype.initialize.call(this, options);
     },
 
     /**
      * 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;
 
       if (!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(); }),
       });
     },
 
     isNeutralState: function() {
       return !this.subFilters.some(function(filter) { return !filter.isNeutralState(); });
     }
   });
 
   /**
    * 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 = fabric.util.cos(rad), sin = fabric.util.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;
     },
 
     /**
      * HueRotation isNeutralState implementation
      * Used only in image applyFilters to discard filters that will not have an effect
      * on the image
      * @param {Object} options
      **/
     isNeutralState: function(options) {
       this.calculateMatrix();
       return filters.BaseFilter.prototype.isNeutralState.call(this, options);
     },
 
     /**
      * 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();
       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;
 
   if (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 Array
      * @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 Boolean
      * @default
      */
     underline:       false,
 
     /**
      * Text decoration overline.
      * @type Boolean
      * @default
      */
     overline:       false,
 
     /**
      * Text decoration linethrough.
      * @type Boolean
      * @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,
 
     /**
      * Superscript schema object (minimum overlap)
      * @type {Object}
      * @default
      */
     superscript: {
       size:      0.60, // fontSize factor
       baseline: -0.35  // baseline-shift factor (upwards)
     },
 
     /**
      * Subscript schema object (minimum overlap)
      * @type {Object}
      * @default
      */
     subscript: {
       size:      0.60, // fontSize factor
       baseline:  0.11  // baseline-shift factor (downwards)
     },
 
     /**
      * 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 - top-level properties -> line numbers,
      * 2nd-level properties - charater numbers
      * @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,
 
     /**
      * Baseline shift, stlyes only, keep at 0 for the main text object
      * @type {Number}
      * @default
      */
     deltaY: 0,
 
     /**
      * Array of properties that define a style unit (of 'styles').
      * @type {Array}
      * @default
      */
     _styleProperties: [
       'stroke',
       'strokeWidth',
       'fill',
       'fontFamily',
       'fontSize',
       'fontWeight',
       'fontStyle',
       'underline',
       'overline',
       'linethrough',
       'deltaY',
       'textBackgroundColor',
     ],
 
     /**
      * contains characters bounding boxes
      */
     __charBounds: [],
 
     /**
      * use this size when measuring text. To avoid IE11 rounding errors
      * @type {Number}
      * @default
      * @readonly
      * @private
      */
     CACHE_FONT_SIZE: 400,
 
     /**
      * contains the min text width to avoid getting 0
      * @type {Number}
      * @default
      */
     MIN_TEXT_WIDTH: 2,
 
     /**
      * 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 || this.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++) {
         if (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) {
       if (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) {
       if (!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 / this.CACHE_FONT_SIZE, kernedWidth;
 
       if (previousChar && fontCache[previousChar] !== undefined) {
         previousWidth = fontCache[previousChar];
       }
       if (fontCache[_char] !== undefined) {
         kernedWidth = width = fontCache[_char];
       }
       if (stylesAreEqual && fontCache[couple] !== undefined) {
         coupleWidth = fontCache[couple];
         kernedWidth = coupleWidth - previousWidth;
       }
       if (width === undefined || previousWidth === undefined || coupleWidth === undefined) {
         var ctx = this.getMeasuringContext();
         // send a TRUE to specify measuring font size CACHE_FONT_SIZE
         this._setTextStyles(ctx, charStyle, true);
       }
       if (width === undefined) {
         kernedWidth = width = ctx.measureText(_char).width;
         fontCache[_char] = width;
       }
       if (previousWidth === undefined && stylesAreEqual && previousChar) {
         previousWidth = ctx.measureText(previousChar).width;
         fontCache[previousChar] = previousWidth;
       }
       if (stylesAreEqual && coupleWidth === undefined) {
         // 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;
       }
       return { width: width * fontMultiplier, kernedWidth: kernedWidth * fontMultiplier };
     },
 
     /**
      * Computes height of character at given position
      * @param {Number} line the line number
      * @param {Number} char the character number
      * @return {Number} fontSize of the character
      */
     getHeightOfChar: function(line, char) {
       return this.getValueOfPropertyAt(line, char, '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);
       if (this.charSpacing !== 0) {
         lineInfo.width -= this._getWidthOfCharSpacing();
       }
       if (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} [prevGrapheme] character preceding the one to be measured
      */
     _getGraphemeBox: function(grapheme, lineIndex, charIndex, prevGrapheme, skipLeft) {
       var style = this.getCompleteStyleDeclaration(lineIndex, charIndex),
           prevStyle = prevGrapheme ? this.getCompleteStyleDeclaration(lineIndex, charIndex - 1) : { },
           info = this._measureChar(grapheme, style, prevGrapheme, prevStyle),
           kernedWidth = info.kernedWidth,
           width = info.width, charSpacing;
 
       if (this.charSpacing !== 0) {
         charSpacing = this._getWidthOfCharSpacing();
         width += charSpacing;
         kernedWidth += charSpacing;
       }
 
       var box = {
         width: width,
         left: 0,
         height: style.fontSize,
         kernedWidth: kernedWidth,
         deltaY: style.deltaY,
       };
       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 line at 'lineIndex'
      * @param {Number} lineIndex index of line to calculate
      * @return {Number}
      */
     getHeightOfLine: function(lineIndex) {
       if (this.__lineHeights[lineIndex]) {
         return this.__lineHeights[lineIndex];
       }
 
       var line = this._textLines[lineIndex],
           // char 0 is measured before the line cycle because it nneds to char
           // emptylines
           maxHeight = this.getHeightOfChar(lineIndex, 0);
       for (var i = 1, len = line.length; i < len; i++) {
         maxHeight = Math.max(this.getHeightOfChar(lineIndex, i), maxHeight);
       }
 
       return this.__lineHeights[lineIndex] = maxHeight * this.lineHeight * this._fontSizeMult;
     },
 
     /**
      * Calculate text box height
      */
     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) {
       if (!this.fill && !this.styleHas('fill')) {
         return;
       }
 
       this._renderTextCommon(ctx, 'fillText');
     },
 
     /**
      * @private
      * @param {CanvasRenderingContext2D} ctx Context to render on
      */
     _renderTextStroke: function(ctx) {
       if ((!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.charSpacing === 0 && this.isEmptyStyles(lineIndex);
 
       ctx.save();
       top -= lineHeight * this._fontSizeFraction / this.lineHeight;
       if (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;
 
       if (!shouldStroke && !shouldFill) {
         return;
       }
       decl && ctx.save();
 
       this._applyCharStyles(method, ctx, lineIndex, charIndex, fullDecl);
 
       if (decl && decl.textBackgroundColor) {
         this._removeShadow(ctx);
       }
       if (decl && decl.deltaY) {
         top += decl.deltaY;
       }
 
       shouldFill && ctx.fillText(_char, left, top);
       shouldStroke && ctx.strokeText(_char, left, top);
       decl && ctx.restore();
     },
 
     /**
      * Turns the character into a 'superior figure' (i.e. 'superscript')
      * @param {Number} start selection start
      * @param {Number} end selection end
      * @returns {fabric.Text} thisArg
      * @chainable
      */
     setSuperscript: function(start, end) {
       return this._setScript(start, end, this.superscript);
     },
 
     /**
      * Turns the character into an 'inferior figure' (i.e. 'subscript')
      * @param {Number} start selection start
      * @param {Number} end selection end
      * @returns {fabric.Text} thisArg
      * @chainable
      */
     setSubscript: function(start, end) {
       return this._setScript(start, end, this.subscript);
     },
 
     /**
      * Applies 'schema' at given position
      * @private
      * @param {Number} start selection start
      * @param {Number} end selection end
      * @param {Number} schema
      * @returns {fabric.Text} thisArg
      * @chainable
      */
     _setScript: function(start, end, schema) {
       var loc = this.get2DCursorLocation(start, true),
           fontSize = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'fontSize'),
           dy = this.getValueOfPropertyAt(loc.lineIndex, loc.charIndex, 'deltaY'),
           style = { fontSize: fontSize * schema.size, deltaY: dy + fontSize * schema.baseline };
       this.setSelectionStyles(style, start, end);
       return this;
     },
 
     /**
      * @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 ||
               prevStyle.deltaY !== thisStyle.deltaY;
     },
 
     /**
      * @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;
       }
       if (this.textAlign === 'right') {
         return this.width - lineWidth;
       }
       if (this.textAlign === 'justify-center' && this.isEndOfWrapping(lineIndex)) {
         return (this.width - lineWidth) / 2;
       }
       if (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;
 
       if (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;
     },
 
     /**
      * Retrieves the value of property at given character position
      * @param {Number} lineIndex the line number
      * @param {Number} charIndex the charater number
      * @param {String} property the property name
      * @returns the value of 'property'
      */
     getValueOfPropertyAt: function(lineIndex, charIndex, property) {
       var charStyle = this._getStyleDeclaration(lineIndex, charIndex);
       if (charStyle && typeof charStyle[property] !== 'undefined') {
         return charStyle[property];
       }
       return this[property];
     },
 
     /**
      * @private
      * @param {CanvasRenderingContext2D} ctx Context to render on
      */
     _renderTextDecoration: function(ctx, type) {
       if (!this[type] && !this.styleHas(type)) {
         return;
       }
       var heightOfLine, size, _size,
           lineLeftOffset, dy, _dy,
           line, lastDecoration,
           leftOffset = this._getLeftOffset(),
           topOffset = this._getTopOffset(), top,
           boxStart, boxWidth, charBox, currentDecoration,
           maxHeight, currentFill, lastFill,
           charSpacing = this._getWidthOfCharSpacing();
 
       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');
         top = topOffset + maxHeight * (1 - this._fontSizeFraction);
         size = this.getHeightOfChar(i, 0);
         dy = this.getValueOfPropertyAt(i, 0, 'deltaY');
         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');
           _size = this.getHeightOfChar(i, j);
           _dy = this.getValueOfPropertyAt(i, j, 'deltaY');
           if ((currentDecoration !== lastDecoration || currentFill !== lastFill || _size !== size || _dy !== dy) &&
               boxWidth > 0) {
             ctx.fillStyle = lastFill;
             lastDecoration && lastFill && ctx.fillRect(
               leftOffset + lineLeftOffset + boxStart,
               top + this.offsets[type] * size + dy,
               boxWidth,
               this.fontSize / 15
             );
             boxStart = charBox.left;
             boxWidth = charBox.width;
             lastDecoration = currentDecoration;
             lastFill = currentFill;
             size = _size;
             dy = _dy;
           }
           else {
             boxWidth += charBox.kernedWidth;
           }
         }
         ctx.fillStyle = currentFill;
         currentDecoration && currentFill && ctx.fillRect(
           leftOffset + lineLeftOffset + boxStart,
           top + this.offsets[type] * size + dy,
           boxWidth - charSpacing,
           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, family = this.fontFamily,
           fontIsGeneric = fabric.Text.genericFonts.indexOf(family.toLowerCase()) > -1;
       var fontFamily = family === undefined ||
       family.indexOf('\'') > -1 ||
       family.indexOf('"') > -1 || fontIsGeneric
         ? style.fontFamily : '"' + style.fontFamily + '"';
       return [
         // node-canvas needs "weight style", while browsers need "style weight"
         (fabric.isLikelyNode ? style.fontWeight : style.fontStyle),
         (fabric.isLikelyNode ? style.fontStyle : style.fontWeight),
         forMeasuring ? this.CACHE_FONT_SIZE + 'px' : style.fontSize + 'px',
         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
       if (!this.visible) {
         return;
       }
       if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) {
         return;
       }
       if (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 letter-spacing 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;
       if (textDecoration.indexOf('underline') !== -1) {
         options.underline = true;
       }
       if (textDecoration.indexOf('overline') !== -1) {
         options.overline = true;
       }
       if (textDecoration.indexOf('line-through') !== -1) {
         options.linethrough = true;
       }
       delete options.textDecoration;
     }
     if ('dx' in parsedAttributes) {
       options.left += parsedAttributes.dx;
     }
     if ('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)
     if (!('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 originalStrokeWidth = options.strokeWidth;
     options.strokeWidth = 0;
 
     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;
     }
     if (parsedAnchor === 'right') {
       offX = text.getScaledWidth();
     }
     text.set({
       left: text.left - offX,
       top: text.top - (textHeight - text.fontSize * (0.07 + text._fontSizeFraction)) / text.lineHeight,
       strokeWidth: typeof originalStrokeWidth !== 'undefined' ? originalStrokeWidth : 1,
     });
     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.Text.genericFonts = ['sans-serif', 'serif', 'cursive', 'fantasy', 'monospace'];
 
   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 , lineIndex is on wrapped lines.
      * @return {Boolean}
      */
     isEmptyStyles: function(lineIndex) {
       if (!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) {
       if (!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) {
       if (!this.styles || !property || property === '') {
         return false;
       }
       var obj = this.styles, stylesCount = 0, letterCount, stylePropertyValue,
           allStyleObjectPropertiesMatch = true, graphemeCount = 0, styleObject;
       // eslint-disable-next-line
       for (var p1 in obj) {
         letterCount = 0;
         // eslint-disable-next-line
         for (var p2 in obj[p1]) {
           var styleObject = obj[p1][p2],
               stylePropertyHasBeenSet = styleObject.hasOwnProperty(property);
 
           stylesCount++;
 
           if (stylePropertyHasBeenSet) {
             if (!stylePropertyValue) {
               stylePropertyValue = styleObject[property];
             }
             else if (styleObject[property] !== stylePropertyValue) {
               allStyleObjectPropertiesMatch = false;
             }
 
             if (styleObject[property] === this[property]) {
               delete styleObject[property];
             }
           }
           else {
             allStyleObjectPropertiesMatch = false;
           }
 
           if (Object.keys(styleObject).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 (allStyleObjectPropertiesMatch && stylesCount === graphemeCount) {
         this[property] = stylePropertyValue;
         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) {
       if (!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);
 
       if (!this._getLineStyle(loc.lineIndex)) {
         this._setLineStyle(loc.lineIndex, {});
       }
 
       if (!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) {
     if (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) {
       if (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) {
       if (!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() {
       if (!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,
           charIndex,
           topOffset = 0,
           leftOffset = 0,
           boundaries,
           cursorPosition = this.get2DCursorLocation(position);
       charIndex = cursorPosition.charIndex;
       lineIndex = cursorPosition.lineIndex;
       for (var i = 0; i < lineIndex; i++) {
         topOffset += this.getHeightOfLine(i);
       }
       lineLeftOffset = this._getLineLeftOffset(lineIndex);
       var bound = this.__charBounds[lineIndex][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,
           dy = this.getValueOfPropertyAt(lineIndex, charIndex, 'deltaY');
 
       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 + dy,
         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 {
             var charSpacing = this._getWidthOfCharSpacing();
             boxEnd = this.__charBounds[endLine][endChar - 1].left
               + this.__charBounds[endLine][endChar - 1].width - charSpacing;
           }
         }
         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);
     if (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() {
       this.isEditing && this.exitEditing();
       this.selected = false;
     },
 
     /**
      * Initializes "added" event handler
      */
     initAddedHandler: function() {
       var _this = this;
       this.on('added', function() {
         var canvas = _this.canvas;
         if (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;
         if (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;
           });
         }
       };
       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
           if (obj.canvas && obj.selectionStart === obj.selectionEnd) {
             obj.renderCursorOrSelection();
           }
         },
         abort: function() {
           return tickState.isAborted;
         }
       });
       return tickState;
     },
 
     /**
      * @private
      */
     _onTickComplete: function() {
 
       var _this = this;
 
       if (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
       if (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
       if (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
       if (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) {
       if (this.isEditing || !this.editable) {
         return;
       }
 
       if (this.canvas) {
         this.canvas.calcOffset();
         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();
       if (!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';
 
       if (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;
       }
       if (!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() {
       if (!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,
           upperCanvasWidth = upperCanvas.width,
           upperCanvasHeight = upperCanvas.height,
           maxWidth = upperCanvasWidth - charHeight,
           maxHeight = upperCanvasHeight - charHeight,
           scaleX = upperCanvas.clientWidth / upperCanvasWidth,
           scaleY = upperCanvas.clientHeight / upperCanvasHeight;
 
       p = fabric.util.transformPoint(p, m);
       p = fabric.util.transformPoint(p, this.canvas.viewportTransform);
       p.x *= scaleX;
       p.y *= scaleY;
       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() {
       if (!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;
 
       if (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;
 
       if (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');
       if (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) {
         if (!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;
       if (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);
             if (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];
           if (!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--;
         if (copiedStyle && copiedStyle[qty]) {
           this.styles[lineIndex + qty] = { 0: clone(copiedStyle[qty]) };
         }
         else if (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) {
       if (!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
           if (!currentLineStylesCloned[numericIndex - quantity]) {
             delete currentLineStyles[numericIndex];
           }
         }
       }
       this._forceClearCache = true;
       if (copiedStyle) {
         while (quantity--) {
           if (!Object.keys(copiedStyle[quantity]).length) {
             continue;
           }
           if (!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]++;
         }
       }
       if (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++) {
         if (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) {
         if (end === start) {
           this._selectionDirection = 'left';
         }
         else if (this._selectionDirection === 'right') {
           this._selectionDirection = 'left';
           this.selectionEnd = start;
         }
         this.selectionStart = newSelection;
       }
       else if (newSelection > start && newSelection < end) {
         if (this._selectionDirection === 'right') {
           this.selectionEnd = newSelection;
         }
         else {
           this.selectionStart = newSelection;
         }
       }
       else {
         // newSelection is > selection start and end
         if (end === start) {
           this._selectionDirection = 'right';
         }
         else if (this._selectionDirection === 'left') {
           this._selectionDirection = 'right';
           this.selectionStart = end;
         }
         this.selectionEnd = newSelection;
       }
     },
 
     setSelectionInBoundaries: function() {
       var length = this.text.length;
       if (this.selectionStart > length) {
         this.selectionStart = length;
       }
       else if (this.selectionStart < 0) {
         this.selectionStart = 0;
       }
       if (this.selectionEnd > length) {
         this.selectionEnd = length;
       }
       else if (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);
   },
 
   /**
    * Default event handler to simulate triple click
    * @private
    */
   onMouseDown: function(options) {
     if (!this.canvas) {
       return;
     }
     this.__newClickTime = +new Date();
     var newPointer = options.pointer;
     if (this.isTripleClick(newPointer)) {
       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));
     });
   },
 
   /**
    * Default event handler for the basic functionalities needed on _mouseDown
    * can be overridden to do something different.
    * Scope of this implementation is: find the click position, set selectionStart
    * find selectionEnd, initialize the drawing of either cursor or selection area
    */
   _mouseDownHandler: function(options) {
     if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) {
       return;
     }
 
     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();
     }
   },
 
   /**
    * Default event handler for the basic functionalities needed on mousedown:before
    * can be overridden to do something different.
    * Scope of this implementation is: verify the object is already selected when mousing down
    */
   _mouseDownHandlerBefore: function(options) {
     if (!this.canvas || !this.editable || (options.e.button && options.e.button !== 1)) {
       return;
     }
     if (this === this.canvas._activeObject) {
       this.selected = true;
     }
   },
 
   /**
    * Initializes "mousedown" event handler
    */
   initMousedownHandler: function() {
     this.on('mousedown', this._mouseDownHandler);
     this.on('mousedown:before', this._mouseDownHandlerBefore);
   },
 
   /**
    * Initializes "mouseup" event handler
    */
   initMouseupHandler: function() {
     this.on('mouseup', this.mouseUpHandler);
   },
 
   /**
    * standard hander for mouse up, overridable
    * @private
    */
   mouseUpHandler: function(options) {
     this.__isMousedown = false;
     if (!this.editable || this.group ||
       (options.transform && options.transform.actionPerformed) ||
       (options.e.button && options.e.button !== 1)) {
       return;
     }
 
     if (this.canvas) {
       var currentActive = this.canvas._activeObject;
       if (currentActive && currentActive !== this) {
         // avoid running this logic when there is an active object
         // this because is possible with shift click and fast clicks,
         // to rapidly deselect and reselect this object and trigger an enterEdit
         return;
       }
     }
 
     if (this.__lastSelected && !this.__corner) {
       this.selected = false;
       this.__lastSelected = false;
       this.enterEditing(options.e);
       if (this.selectionStart === this.selectionEnd) {
         this.initDelayedCursor(true);
       }
       else {
         this.renderCursorOrSelection();
       }
     }
     else {
       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
     if (this.flipX) {
       newSelectionStart = jlen - newSelectionStart;
     }
 
     if (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();
     // line-height: 1px; was removed from the style to fix this:
     // https://bugs.chromium.org/p/chromium/issues/detail?id=870966
     this.hiddenTextarea.style.cssText = 'position: absolute; top: ' + style.top +
     '; left: ' + style.left + '; z-index: -999; opacity: 0; width: 1px; height: 1px; font-size: 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));
 
     if (!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() {
     if (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;
 
     if (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
     if (!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;
     if (e.altKey) {
       newValue = this['findWordBoundary' + direction](this[prop]);
     }
     else if (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) {
     if (this._selectionDirection === 'right' && this.selectionStart !== this.selectionEnd) {
       return this._moveLeft(e, 'selectionEnd');
     }
     else if (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) {
     if (this._selectionDirection === 'left' && this.selectionStart !== this.selectionEnd) {
       return this._moveRight(e, 'selectionStart');
     }
     else if (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';
 
     if (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) {
     if (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);
     if (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);
     if (this._shouldClearDimensionCache()) {
       this.initDimensions();
       this.setCoords();
     }
     this._removeExtraneousStyles();
   },
 
 });
 
 
 /* _TO_SVG_START_ */
 (function() {
   var toFixed = fabric.util.toFixed,
       multipleSpacesRegex = /  +/g;
 
   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 offsets = this._getSVGLeftTopOffsets(),
           textAndBg = this._getSVGTextAndBg(offsets.textTop, offsets.textLeft),
           internalMarkup = this._wrapSVGTextAndBg(textAndBg);
       return this._createBaseSVGMarkup(
         internalMarkup, { reviver: reviver, noStyle: true, withShadow: true });
     },
 
     /**
      * @private
      */
     _getSVGLeftTopOffsets: function() {
       return {
         textLeft: -this.width / 2,
         textTop: -this.height / 2,
         lineTop: this.getHeightOfLine(0)
       };
     },
 
     /**
      * @private
      */
     _wrapSVGTextAndBg: function(textAndBg) {
       var noShadow = true,
           textDecoration = this.getSvgTextDecoration(this);
       return [
         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'
       ];
     },
 
     /**
      * @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);
         if (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 shouldUseWhitespace = _char !== _char.trim() || _char.match(multipleSpacesRegex),
           styleProps = this.getSvgSpanStyles(styleDecl, shouldUseWhitespace),
           fillStyles = styleProps ? 'style="' + styleProps + '"' : '',
           dy = styleDecl.deltaY, dySpan = '',
           NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;
       if (dy) {
         dySpan = ' dy="' + toFixed(dy, NUM_FRACTION_DIGITS) + '" ';
       }
       return [
         '<tspan x="', toFixed(left, NUM_FRACTION_DIGITS), '" y="',
         toFixed(top, NUM_FRACTION_DIGITS), '" ', dySpan,
         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) {
       var NUM_FRACTION_DIGITS = fabric.Object.NUM_FRACTION_DIGITS;
       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'),
 
     /**
      * 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);
     },
 
     /**
      * Returns true if object has no styling or no styling in a line
      * @param {Number} lineIndex , lineIndex is on wrapped lines.
      * @return {Boolean}
      */
     isEmptyStyles: function(lineIndex) {
       var offset = 0, nextLineIndex = lineIndex + 1, nextOffset, obj, shouldLimit = false;
       var map = this._styleMap[lineIndex];
       var mapNextLine = this._styleMap[lineIndex + 1];
       if (map) {
         lineIndex = map.line;
         offset = map.offset;
       }
       if (mapNextLine) {
         nextLineIndex = mapNextLine.line;
         shouldLimit = nextLineIndex === lineIndex;
         nextOffset = mapNextLine.offset;
       }
       obj = typeof lineIndex === 'undefined' ? this.styles : { line: this.styles[lineIndex] };
       for (var p1 in obj) {
         for (var p2 in obj[p1]) {
           if (p2 >= offset && (!shouldLimit || p2 < nextOffset)) {
             // eslint-disable-next-line no-unused-vars
             for (var p3 in obj[p1][p2]) {
               return false;
             }
           }
         }
       }
       return true;
     },
 
     /**
      * @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];
     },
 
     /**
     * probably broken need a fix
      * @param {Number} lineIndex
      * @private
      */
     _getLineStyle: function(lineIndex) {
       var map = this._styleMap[lineIndex];
       return this.styles[map.line];
     },
 
     /**
      * probably broken need a fix
      * @param {Number} lineIndex
      * @param {Object} style
      * @private
      */
     _setLineStyle: function(lineIndex, style) {
       var map = this._styleMap[lineIndex];
       this.styles[map.line] = style;
     },
 
     /**
      * probably broken need a fix
      * @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
      * @param {Number} reservedSpace space to remove from wrapping for custom functionalities
      * @returns {Array} Array of line(s) into which the given text is wrapped
      * to.
      */
     _wrapLine: function(_line, lineIndex, desiredWidth, reservedSpace) {
       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(),
           reservedSpace = reservedSpace || 0;
 
       desiredWidth -= reservedSpace;
       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;
         }
         else {
           lineWidth += additionalSpace;
         }
 
         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 + reservedSpace > this.dynamicMinWidth) {
         this.dynamicMinWidth = largestWordWidth - additionalSpace + reservedSpace;
       }
 
       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;
     if (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];
         }
       }
     },
 
   });
 })();