tldraw/components/canvas/page.tsx

70 lines
1.9 KiB
TypeScript

import { getShapeUtils } from 'lib/shape-utils'
import state, { useSelector } from 'state'
import { Bounds, GroupShape, PageState } from 'types'
import { boundsCollide, boundsContain } from 'utils/bounds'
import { deepCompareArrays, getPage, screenToWorld } from 'utils/utils'
import Shape from './shape'
/*
On each state change, compare node ids of all shapes
on the current page. Kind of expensive but only happens
here; and still cheaper than any other pattern I've found.
*/
const noOffset = [0, 0]
const viewportCache = new WeakMap<PageState, Bounds>()
export default function Page() {
const currentPageShapeIds = useSelector((s) => {
const page = getPage(s.data)
const pageState = s.data.pageStates[page.id]
if (!viewportCache.has(pageState)) {
const [minX, minY] = screenToWorld([0, 0], s.data)
const [maxX, maxY] = screenToWorld(
[window.innerWidth, window.innerHeight],
s.data
)
viewportCache.set(pageState, {
minX,
minY,
maxX,
maxY,
height: maxX - minX,
width: maxY - minY,
})
}
const viewport = viewportCache.get(pageState)
return Object.values(page.shapes)
.filter((shape) => shape.parentId === page.id)
.filter((shape) => {
const shapeBounds = getShapeUtils(shape).getBounds(shape)
return (
boundsContain(viewport, shapeBounds) ||
boundsCollide(viewport, shapeBounds)
)
})
.sort((a, b) => a.childIndex - b.childIndex)
.map((shape) => shape.id)
}, deepCompareArrays)
console.log(currentPageShapeIds.length)
const isSelecting = useSelector((s) => s.isIn('selecting'))
return (
<g pointerEvents={isSelecting ? 'all' : 'none'}>
{currentPageShapeIds.map((shapeId) => (
<Shape
key={shapeId}
id={shapeId}
isSelecting={isSelecting}
parentPoint={noOffset}
/>
))}
</g>
)
}