import { current } from 'immer' import { Data, DrawShape } from 'types' import BaseSession from './base-session' import { getShapeUtils } from 'lib/shape-utils' import { getPage, getShape, isMobile, updateParents } from 'utils/utils' import * as vec from 'utils/vec' import commands from 'state/commands' export default class BrushSession extends BaseSession { origin: number[] previous: number[] last: number[] points: number[][] snapshot: DrawSnapshot isLocked: boolean lockedDirection: 'horizontal' | 'vertical' constructor(data: Data, id: string, point: number[], isLocked = false) { super(data) this.origin = point this.previous = point this.last = point this.snapshot = getDrawSnapshot(data, id) // Add a first point but don't update the shape yet. We'll update // when the draw session ends; if the user hasn't added additional // points, this single point will be interpreted as a "dot" shape. this.points = [[0, 0]] const shape = getPage(data).shapes[id] getShapeUtils(shape).translateTo(shape, point) updateParents(data, [shape.id]) } update = ( data: Data, point: number[], pressure: number, isLocked = false ) => { const { snapshot } = this const delta = vec.vec(this.origin, point) // Drawing while holding shift will "lock" the pen to either the // x or y axis, depending on which direction has the greater // delta. Pressing shift will also add more points to "return" // the pen to the axis. if (isLocked) { if (!this.isLocked && this.points.length > 1) { this.isLocked = true const returning = [...this.previous] const isVertical = Math.abs(delta[0]) < Math.abs(delta[1]) if (isVertical) { this.lockedDirection = 'vertical' returning[0] = this.origin[0] } else { this.lockedDirection = 'horizontal' returning[1] = this.origin[1] } this.previous = returning this.points.push(vec.sub(returning, this.origin)) } } else if (this.isLocked) { this.isLocked = false } if (this.isLocked) { if (this.lockedDirection === 'vertical') { point[0] = this.origin[0] } else { point[1] = this.origin[1] } } // Low pass the current input point against the previous one const nextPrev = vec.med(this.previous, point) this.previous = nextPrev // Don't add duplicate points. It's important to test against the // adjusted (low-passed) point rather than the input point. const newPoint = vec.round([ ...vec.sub(this.previous, this.origin), pressure, ]) if (vec.isEqual(this.last, newPoint)) return this.last = newPoint this.points.push(newPoint) // We draw a dot when the number of points is 1 or 2, so this guard // prevents a "flash" of a dot when a user begins drawing a line. if (this.points.length <= 2) return // Update the points and update the shape's parents. const shape = getShape(data, snapshot.id) as DrawShape getShapeUtils(shape).setProperty(shape, 'points', [...this.points]) updateParents(data, [shape.id]) } cancel = (data: Data) => { const { snapshot } = this const shape = getShape(data, snapshot.id) as DrawShape getShapeUtils(shape).setProperty(shape, 'points', snapshot.points) updateParents(data, [shape.id]) } complete = (data: Data) => { const { snapshot } = this const page = getPage(data) const shape = page.shapes[snapshot.id] as DrawShape if (shape.points.length < this.points.length) { getShapeUtils(shape).setProperty(shape, 'points', this.points) } getShapeUtils(shape).onSessionComplete(shape) updateParents(data, [shape.id]) commands.draw(data, this.snapshot.id) } } export function getDrawSnapshot(data: Data, shapeId: string) { const page = getPage(current(data)) const { points } = page.shapes[shapeId] as DrawShape return { id: shapeId, points, } } export type DrawSnapshot = ReturnType