d1a3860bb1
Was deep comparing an array of actual selected shapes, rather than selected shape ids
128 lines
3.3 KiB
TypeScript
128 lines
3.3 KiB
TypeScript
import { DrawShape, PointerInfo } from 'types'
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import {
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getCameraZoom,
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getCurrentCamera,
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getSelectedIds,
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screenToWorld,
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setToArray,
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} from 'utils'
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import { freeze } from 'immer'
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import session from './session'
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import state from './state'
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import vec from 'utils/vec'
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import * as Session from './sessions'
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/**
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* While a user is drawing with the draw tool, we want to update the shape without
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* going through the trouble of updating the entire state machine. Speciifcally, we
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* do not want to push the change through immer. Instead, we'll push the change
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* directly to the state using `forceData`.
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* @param info
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*/
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export function fastDrawUpdate(info: PointerInfo): void {
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const data = { ...state.data }
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session.update<Session.DrawSession>(
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data,
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screenToWorld(info.point, data),
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info.pressure,
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info.shiftKey
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)
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const selectedId = setToArray(getSelectedIds(data))[0]
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const shape = data.document.pages[data.currentPageId].shapes[
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selectedId
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] as DrawShape
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;(data.document.pages[data.currentPageId].shapes[selectedId] as DrawShape) = {
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...shape,
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points: [...shape.points],
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}
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state.forceData(freeze(data))
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}
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export function fastPanUpdate(delta: number[]): void {
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const data = { ...state.data }
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const camera = getCurrentCamera(data)
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camera.point = vec.sub(camera.point, vec.div(delta, camera.zoom))
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data.pageStates[data.currentPageId].camera = { ...camera }
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state.forceData(freeze(data))
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}
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export function fastZoomUpdate(point: number[], delta: number): void {
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const data = { ...state.data }
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const camera = getCurrentCamera(data)
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const next = camera.zoom - (delta / 100) * camera.zoom
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const p0 = screenToWorld(point, data)
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camera.zoom = getCameraZoom(next)
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const p1 = screenToWorld(point, data)
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camera.point = vec.add(camera.point, vec.sub(p1, p0))
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data.pageStates[data.currentPageId].camera = { ...camera }
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state.forceData(freeze(data))
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}
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export function fastPinchCamera(
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point: number[],
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delta: number[],
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distanceDelta: number
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): void {
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const data = { ...state.data }
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const camera = getCurrentCamera(data)
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camera.point = vec.sub(camera.point, vec.div(delta, camera.zoom))
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const next = camera.zoom - (distanceDelta / 350) * camera.zoom
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const p0 = screenToWorld(point, data)
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camera.zoom = getCameraZoom(next)
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const p1 = screenToWorld(point, data)
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camera.point = vec.add(camera.point, vec.sub(p1, p0))
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const pageState = data.pageStates[data.currentPageId]
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pageState.camera = { ...camera }
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data.pageStates[data.currentPageId] = { ...pageState }
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state.forceData(freeze(data))
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}
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export function fastBrushSelect(point: number[]): void {
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const data = { ...state.data }
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session.update<Session.BrushSession>(data, screenToWorld(point, data))
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state.forceData(freeze(data))
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}
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export function fastTranslate(info: PointerInfo): void {
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const data = { ...state.data }
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session.update<Session.TranslateSession>(
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data,
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screenToWorld(info.point, data),
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info.shiftKey,
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info.altKey
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)
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state.forceData(freeze(data))
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}
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export function fastTransform(info: PointerInfo): void {
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const data = { ...state.data }
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session.update<Session.TransformSession | Session.TransformSingleSession>(
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data,
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screenToWorld(info.point, data),
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info.shiftKey
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)
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state.forceData(freeze(data))
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}
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