import { PointerInfo } from 'types' import { getCameraZoom, getCurrentCamera, getSelectedIds, screenToWorld, setToArray, setZoomCSS, } from 'utils/utils' import { freeze } from 'immer' import session from './session' import state from './state' import vec from 'utils/vec' /** * While a user is drawing with the draw tool, we want to update the shape without * going through the trouble of updating the entire state machine. Speciifcally, we * do not want to push the change through immer. Instead, we'll push the change * directly to the state using `forceData`. * @param info */ export function fastDrawUpdate(info: PointerInfo) { const data = { ...state.data } session.current.update( data, screenToWorld(info.point, data), info.pressure, info.shiftKey ) const selectedId = setToArray(getSelectedIds(data))[0] const shape = data.document.pages[data.currentPageId].shapes[selectedId] data.document.pages[data.currentPageId].shapes[selectedId] = { ...shape } state.forceData(freeze(data)) } export function fastPanUpdate(delta: number[]) { const data = { ...state.data } const camera = getCurrentCamera(data) camera.point = vec.sub(camera.point, vec.div(delta, camera.zoom)) data.pageStates[data.currentPageId].camera = { ...camera } state.forceData(freeze(data)) } export function fastZoomUpdate(point: number[], delta: number) { const data = { ...state.data } const camera = getCurrentCamera(data) const next = camera.zoom - (delta / 100) * camera.zoom const p0 = screenToWorld(point, data) camera.zoom = getCameraZoom(next) const p1 = screenToWorld(point, data) camera.point = vec.add(camera.point, vec.sub(p1, p0)) data.pageStates[data.currentPageId].camera = { ...camera } state.forceData(freeze(data)) } export function fastPinchCamera( point: number[], delta: number[], distanceDelta: number, angleDelta: number ) { const data = { ...state.data } const camera = getCurrentCamera(data) camera.point = vec.sub(camera.point, vec.div(delta, camera.zoom)) const next = camera.zoom - (distanceDelta / 300) * camera.zoom const p0 = screenToWorld(point, data) camera.zoom = getCameraZoom(next) const p1 = screenToWorld(point, data) camera.point = vec.add(camera.point, vec.sub(p1, p0)) const pageState = data.pageStates[data.currentPageId] pageState.camera = { ...camera } data.pageStates[data.currentPageId] = { ...pageState } state.forceData(freeze(data)) } export function fastBrushSelect(point: number[]) { const data = { ...state.data } session.current.update(data, screenToWorld(point, data)) state.forceData(freeze(data)) } export function fastTranslate(info: PointerInfo) { const data = { ...state.data } session.current.update( data, screenToWorld(info.point, data), info.shiftKey, info.altKey ) state.forceData(freeze(data)) } export function fastTransform(info: PointerInfo) { const data = { ...state.data } session.current.update( data, screenToWorld(info.point, data), info.shiftKey, info.altKey ) state.forceData(freeze(data)) }