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hacks.ts 3.2KB

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  1. import { PointerInfo } from 'types'
  2. import {
  3. getCameraZoom,
  4. getCurrentCamera,
  5. getSelectedIds,
  6. screenToWorld,
  7. setToArray,
  8. } from 'utils/utils'
  9. import { freeze } from 'immer'
  10. import session from './session'
  11. import state from './state'
  12. import vec from 'utils/vec'
  13. import * as Session from './sessions'
  14. /**
  15. * While a user is drawing with the draw tool, we want to update the shape without
  16. * going through the trouble of updating the entire state machine. Speciifcally, we
  17. * do not want to push the change through immer. Instead, we'll push the change
  18. * directly to the state using `forceData`.
  19. * @param info
  20. */
  21. export function fastDrawUpdate(info: PointerInfo): void {
  22. const data = { ...state.data }
  23. session.update<Session.DrawSession>(
  24. data,
  25. screenToWorld(info.point, data),
  26. info.pressure,
  27. info.shiftKey
  28. )
  29. const selectedId = setToArray(getSelectedIds(data))[0]
  30. const shape = data.document.pages[data.currentPageId].shapes[selectedId]
  31. data.document.pages[data.currentPageId].shapes[selectedId] = { ...shape }
  32. state.forceData(freeze(data))
  33. }
  34. export function fastPanUpdate(delta: number[]): void {
  35. const data = { ...state.data }
  36. const camera = getCurrentCamera(data)
  37. camera.point = vec.sub(camera.point, vec.div(delta, camera.zoom))
  38. data.pageStates[data.currentPageId].camera = { ...camera }
  39. state.forceData(freeze(data))
  40. }
  41. export function fastZoomUpdate(point: number[], delta: number): void {
  42. const data = { ...state.data }
  43. const camera = getCurrentCamera(data)
  44. const next = camera.zoom - (delta / 100) * camera.zoom
  45. const p0 = screenToWorld(point, data)
  46. camera.zoom = getCameraZoom(next)
  47. const p1 = screenToWorld(point, data)
  48. camera.point = vec.add(camera.point, vec.sub(p1, p0))
  49. data.pageStates[data.currentPageId].camera = { ...camera }
  50. state.forceData(freeze(data))
  51. }
  52. export function fastPinchCamera(
  53. point: number[],
  54. delta: number[],
  55. distanceDelta: number
  56. ): void {
  57. const data = { ...state.data }
  58. const camera = getCurrentCamera(data)
  59. camera.point = vec.sub(camera.point, vec.div(delta, camera.zoom))
  60. const next = camera.zoom - (distanceDelta / 350) * camera.zoom
  61. const p0 = screenToWorld(point, data)
  62. camera.zoom = getCameraZoom(next)
  63. const p1 = screenToWorld(point, data)
  64. camera.point = vec.add(camera.point, vec.sub(p1, p0))
  65. const pageState = data.pageStates[data.currentPageId]
  66. pageState.camera = { ...camera }
  67. data.pageStates[data.currentPageId] = { ...pageState }
  68. state.forceData(freeze(data))
  69. }
  70. export function fastBrushSelect(point: number[]): void {
  71. const data = { ...state.data }
  72. session.update<Session.BrushSession>(data, screenToWorld(point, data))
  73. state.forceData(freeze(data))
  74. }
  75. export function fastTranslate(info: PointerInfo): void {
  76. const data = { ...state.data }
  77. session.update<Session.TranslateSession>(
  78. data,
  79. screenToWorld(info.point, data),
  80. info.shiftKey,
  81. info.altKey
  82. )
  83. state.forceData(freeze(data))
  84. }
  85. export function fastTransform(info: PointerInfo): void {
  86. const data = { ...state.data }
  87. session.update<Session.TransformSession | Session.TransformSingleSession>(
  88. data,
  89. screenToWorld(info.point, data),
  90. info.shiftKey
  91. )
  92. state.forceData(freeze(data))
  93. }