94 lines
2.5 KiB
TypeScript
94 lines
2.5 KiB
TypeScript
import { 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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setZoomCSS,
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} from 'utils/utils'
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import session from './session'
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import state from './state'
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import * as vec from 'utils/vec'
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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) {
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const data = { ...state.data }
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session.current.update(
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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[selectedId]
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data.document.pages[data.currentPageId].shapes[selectedId] = { ...shape }
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state.forceData(Object.freeze(data))
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}
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export function fastPanUpdate(delta: number[]) {
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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(Object.freeze(data))
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}
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export function fastZoomUpdate(point: number[], delta: number) {
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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(Object.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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angleDelta: number
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) {
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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 / 300) * 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(Object.freeze(data))
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}
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export function fastBrushSelect(point: number[]) {
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const data = { ...state.data }
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session.current.update(data, screenToWorld(point, data))
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state.forceData(Object.freeze(data))
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}
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