350 lines
15 KiB
Rust
350 lines
15 KiB
Rust
use super::shape_editor::ManipulatorPointInfo;
|
|
use crate::application::generate_uuid;
|
|
use crate::consts::{
|
|
COLOR_ACCENT, SNAP_AXIS_OVERLAY_FADE_DISTANCE, SNAP_AXIS_TOLERANCE, SNAP_AXIS_UNSNAPPED_OPACITY, SNAP_POINT_OVERLAY_FADE_FAR, SNAP_POINT_OVERLAY_FADE_NEAR, SNAP_POINT_SIZE, SNAP_POINT_TOLERANCE,
|
|
SNAP_POINT_UNSNAPPED_OPACITY,
|
|
};
|
|
use crate::messages::prelude::*;
|
|
|
|
use document_legacy::layers::layer_info::Layer;
|
|
use document_legacy::layers::style::{self, Stroke};
|
|
use document_legacy::{LayerId, Operation};
|
|
use graphene_core::vector::{ManipulatorPointId, SelectedType};
|
|
|
|
use glam::{DAffine2, DVec2};
|
|
use std::f64::consts::PI;
|
|
|
|
// Handles snap overlays
|
|
#[derive(Debug, Clone, Default)]
|
|
struct SnapOverlays {
|
|
axis_overlay_paths: Vec<Vec<LayerId>>,
|
|
point_overlay_paths: Vec<Vec<LayerId>>,
|
|
axis_index: usize,
|
|
point_index: usize,
|
|
}
|
|
|
|
impl SnapOverlays {
|
|
/// Draws an overlay (axis or point) with the correct transform and fade opacity, reusing lines from the pool if available.
|
|
fn add_overlay(is_axis: bool, responses: &mut VecDeque<Message>, transform: [f64; 6], opacity: Option<f64>, index: usize, overlay_paths: &mut Vec<Vec<LayerId>>) {
|
|
// If there isn't one in the pool to ruse, add a new alignment line to the pool with the intended transform
|
|
let layer_path = if index >= overlay_paths.len() {
|
|
let layer_path = vec![generate_uuid()];
|
|
responses.add(DocumentMessage::Overlays(
|
|
if is_axis {
|
|
Operation::AddLine {
|
|
path: layer_path.clone(),
|
|
transform,
|
|
style: style::PathStyle::new(Some(Stroke::new(Some(COLOR_ACCENT), 1.0)), style::Fill::None),
|
|
insert_index: -1,
|
|
}
|
|
} else {
|
|
Operation::AddEllipse {
|
|
path: layer_path.clone(),
|
|
transform,
|
|
style: style::PathStyle::new(None, style::Fill::Solid(COLOR_ACCENT)),
|
|
insert_index: -1,
|
|
}
|
|
}
|
|
.into(),
|
|
));
|
|
overlay_paths.push(layer_path.clone());
|
|
layer_path
|
|
}
|
|
// Otherwise, reuse an overlay from the pool and update its new transform
|
|
else {
|
|
let layer_path = overlay_paths[index].clone();
|
|
responses.add(DocumentMessage::Overlays(Operation::SetLayerTransform { path: layer_path.clone(), transform }.into()));
|
|
layer_path
|
|
};
|
|
|
|
// Then set its opacity to the fade amount
|
|
if let Some(opacity) = opacity {
|
|
responses.add(DocumentMessage::Overlays(Operation::SetLayerOpacity { path: layer_path, opacity }.into()));
|
|
}
|
|
}
|
|
|
|
/// Draw the alignment lines for an axis
|
|
/// Note: horizontal refers to the overlay line being horizontal and the snap being along the Y axis
|
|
fn draw_alignment_lines(&mut self, is_horizontal: bool, distances: impl Iterator<Item = (DVec2, DVec2, f64)>, responses: &mut VecDeque<Message>, closest_distance: DVec2) {
|
|
for (target, goal, distance) in distances.filter(|(_target, _pos, dist)| dist.abs() < SNAP_AXIS_OVERLAY_FADE_DISTANCE) {
|
|
let offset = if is_horizontal { target.y } else { target.x }.round() - 0.5;
|
|
let offset_other = if is_horizontal { target.x } else { target.y }.round() - 0.5;
|
|
let goal_axis = if is_horizontal { goal.x } else { goal.y }.round() - 0.5;
|
|
|
|
let scale = DVec2::new(offset_other - goal_axis, 1.);
|
|
let angle = if is_horizontal { 0. } else { PI / 2. };
|
|
let translation = if is_horizontal { DVec2::new(goal_axis, offset) } else { DVec2::new(offset, goal_axis) };
|
|
|
|
let transform = DAffine2::from_scale_angle_translation(scale, angle, translation).to_cols_array();
|
|
let closest = if is_horizontal { closest_distance.y } else { closest_distance.x };
|
|
|
|
let opacity = if (closest - distance).abs() < 1. {
|
|
1.
|
|
} else {
|
|
SNAP_AXIS_UNSNAPPED_OPACITY - distance.abs() / (SNAP_AXIS_OVERLAY_FADE_DISTANCE / SNAP_AXIS_UNSNAPPED_OPACITY)
|
|
};
|
|
|
|
// Add line
|
|
Self::add_overlay(true, responses, transform, Some(opacity), self.axis_index, &mut self.axis_overlay_paths);
|
|
self.axis_index += 1;
|
|
|
|
let size = DVec2::splat(SNAP_POINT_SIZE);
|
|
|
|
// Add point at target
|
|
let transform = DAffine2::from_scale_angle_translation(size, 0., target - size / 2.).to_cols_array();
|
|
Self::add_overlay(false, responses, transform, Some(opacity), self.point_index, &mut self.point_overlay_paths);
|
|
self.point_index += 1;
|
|
|
|
// Add point along line but towards goal
|
|
let translation = if is_horizontal { DVec2::new(goal.x, target.y) } else { DVec2::new(target.x, goal.y) };
|
|
let transform = DAffine2::from_scale_angle_translation(size, 0., translation - size / 2.).to_cols_array();
|
|
Self::add_overlay(false, responses, transform, Some(opacity), self.point_index, &mut self.point_overlay_paths);
|
|
self.point_index += 1
|
|
}
|
|
}
|
|
|
|
/// Draw the snap points
|
|
fn draw_snap_points(&mut self, distances: impl Iterator<Item = (DVec2, DVec2, f64)>, responses: &mut VecDeque<Message>, closest_distance: DVec2) {
|
|
for (target, offset, distance) in distances.filter(|(_pos, _offset, dist)| dist.abs() < SNAP_POINT_OVERLAY_FADE_FAR) {
|
|
let active = (closest_distance - offset).length_squared() < 1.;
|
|
|
|
if active {
|
|
continue;
|
|
}
|
|
|
|
let opacity = (1. - (distance - SNAP_POINT_OVERLAY_FADE_NEAR) / (SNAP_POINT_OVERLAY_FADE_FAR - SNAP_POINT_OVERLAY_FADE_NEAR)).min(1.) / SNAP_POINT_UNSNAPPED_OPACITY;
|
|
|
|
let size = DVec2::splat(SNAP_POINT_SIZE);
|
|
let transform = DAffine2::from_scale_angle_translation(size, 0., target - size / 2.).to_cols_array();
|
|
Self::add_overlay(false, responses, transform, Some(opacity), self.point_index, &mut self.point_overlay_paths);
|
|
self.point_index += 1
|
|
}
|
|
}
|
|
|
|
/// Updates the snapping overlays with the specified distances.
|
|
/// `positions_and_distances` is a tuple of `x`, `y` & `point` iterators,, each with `(position, goal, distance)` values.
|
|
fn update_overlays<X, Y, P>(&mut self, responses: &mut VecDeque<Message>, positions_and_distances: (X, Y, P), closest_distance: DVec2, snapped_to_point: bool)
|
|
where
|
|
X: Iterator<Item = (DVec2, DVec2, f64)>,
|
|
Y: Iterator<Item = (DVec2, DVec2, f64)>,
|
|
P: Iterator<Item = (DVec2, DVec2, f64)>,
|
|
{
|
|
self.axis_index = 0;
|
|
self.point_index = 0;
|
|
|
|
let (x, y, points) = positions_and_distances;
|
|
if !snapped_to_point {
|
|
self.draw_alignment_lines(true, y, responses, closest_distance);
|
|
self.draw_alignment_lines(false, x, responses, closest_distance);
|
|
self.draw_snap_points(points, responses, closest_distance);
|
|
}
|
|
|
|
Self::remove_unused_overlays(&mut self.axis_overlay_paths, responses, self.axis_index);
|
|
Self::remove_unused_overlays(&mut self.point_overlay_paths, responses, self.point_index);
|
|
}
|
|
|
|
/// Remove overlays from the pool beyond a given index. Pool entries up through that index will be kept.
|
|
fn remove_unused_overlays(overlay_paths: &mut Vec<Vec<LayerId>>, responses: &mut VecDeque<Message>, remove_after_index: usize) {
|
|
while overlay_paths.len() > remove_after_index {
|
|
responses.add(DocumentMessage::Overlays(Operation::DeleteLayer { path: overlay_paths.pop().unwrap() }.into()));
|
|
}
|
|
}
|
|
|
|
/// Deletes all overlays
|
|
fn cleanup(&mut self, responses: &mut VecDeque<Message>) {
|
|
Self::remove_unused_overlays(&mut self.axis_overlay_paths, responses, 0);
|
|
Self::remove_unused_overlays(&mut self.point_overlay_paths, responses, 0);
|
|
}
|
|
}
|
|
|
|
/// Handles snapping and snap overlays
|
|
#[derive(Debug, Clone, Default)]
|
|
pub struct SnapManager {
|
|
point_targets: Option<Vec<DVec2>>,
|
|
bound_targets: Option<Vec<DVec2>>,
|
|
snap_overlays: SnapOverlays,
|
|
snap_x: bool,
|
|
snap_y: bool,
|
|
}
|
|
|
|
impl SnapManager {
|
|
/// Computes the necessary translation to the layer to snap it (as well as updating necessary overlays)
|
|
fn calculate_snap<R>(&mut self, targets: R, responses: &mut VecDeque<Message>) -> DVec2
|
|
where
|
|
R: Iterator<Item = DVec2> + Clone,
|
|
{
|
|
let empty = Vec::new();
|
|
let snap_points = self.snap_x && self.snap_y;
|
|
|
|
let axis = self.bound_targets.as_ref().unwrap_or(&empty);
|
|
let points = if snap_points { self.point_targets.as_ref().unwrap_or(&empty) } else { &empty };
|
|
|
|
let x_axis = if self.snap_x { axis } else { &empty }
|
|
.iter()
|
|
.flat_map(|&pos| targets.clone().map(move |goal| (pos, goal, (pos - goal).x)));
|
|
let y_axis = if self.snap_y { axis } else { &empty }
|
|
.iter()
|
|
.flat_map(|&pos| targets.clone().map(move |goal| (pos, goal, (pos - goal).y)));
|
|
let points = points.iter().flat_map(|&pos| targets.clone().map(move |goal| (pos, pos - goal, (pos - goal).length())));
|
|
|
|
let min_x = x_axis.clone().min_by(|a, b| a.2.abs().partial_cmp(&b.2.abs()).expect("Could not compare position."));
|
|
let min_y = y_axis.clone().min_by(|a, b| a.2.abs().partial_cmp(&b.2.abs()).expect("Could not compare position."));
|
|
let min_points = points.clone().min_by(|a, b| a.2.abs().partial_cmp(&b.2.abs()).expect("Could not compare position."));
|
|
|
|
// Snap to a point if possible
|
|
let (clamped_closest_distance, snapped_to_point) = if let Some(min_points) = min_points.filter(|&(_, _, dist)| dist <= SNAP_POINT_TOLERANCE) {
|
|
(min_points.1, true)
|
|
} else {
|
|
// Do not move if over snap tolerance
|
|
let closest_distance = DVec2::new(min_x.unwrap_or_default().2, min_y.unwrap_or_default().2);
|
|
(
|
|
DVec2::new(
|
|
if closest_distance.x.abs() > SNAP_AXIS_TOLERANCE { 0. } else { closest_distance.x },
|
|
if closest_distance.y.abs() > SNAP_AXIS_TOLERANCE { 0. } else { closest_distance.y },
|
|
),
|
|
false,
|
|
)
|
|
};
|
|
|
|
self.snap_overlays.update_overlays(responses, (x_axis, y_axis, points), clamped_closest_distance, snapped_to_point);
|
|
|
|
clamped_closest_distance
|
|
}
|
|
|
|
/// Gets a list of snap targets for the X and Y axes (if specified) in Viewport coords for the target layers (usually all layers or all non-selected layers.)
|
|
/// This should be called at the start of a drag.
|
|
pub fn start_snap(
|
|
&mut self,
|
|
document_message_handler: &DocumentMessageHandler,
|
|
input: &InputPreprocessorMessageHandler,
|
|
bounding_boxes: impl Iterator<Item = [DVec2; 2]>,
|
|
snap_x: bool,
|
|
snap_y: bool,
|
|
) {
|
|
let snapping_enabled = document_message_handler.snapping_state.snapping_enabled;
|
|
let bounding_box_snapping = document_message_handler.snapping_state.bounding_box_snapping;
|
|
if snapping_enabled && bounding_box_snapping {
|
|
self.snap_x = snap_x;
|
|
self.snap_y = snap_y;
|
|
|
|
// Could be made into sorted Vec or a HashSet for more performant lookups.
|
|
self.bound_targets = Some(
|
|
bounding_boxes
|
|
.flat_map(expand_bounds)
|
|
.filter(|&pos| pos.x >= 0. && pos.y >= 0. && pos.x < input.viewport_bounds.size().x && pos.y <= input.viewport_bounds.size().y)
|
|
.collect(),
|
|
);
|
|
self.point_targets = None;
|
|
}
|
|
}
|
|
|
|
/// Add arbitrary snapping points
|
|
///
|
|
/// This should be called after start_snap
|
|
pub fn add_snap_points(&mut self, document_message_handler: &DocumentMessageHandler, input: &InputPreprocessorMessageHandler, snap_points: impl Iterator<Item = DVec2>) {
|
|
let snapping_enabled = document_message_handler.snapping_state.snapping_enabled;
|
|
let node_snapping = document_message_handler.snapping_state.node_snapping;
|
|
if snapping_enabled && node_snapping {
|
|
let snap_points = snap_points.filter(|&pos| pos.x >= 0. && pos.y >= 0. && pos.x < input.viewport_bounds.size().x && pos.y <= input.viewport_bounds.size().y);
|
|
if let Some(targets) = &mut self.point_targets {
|
|
targets.extend(snap_points);
|
|
} else {
|
|
self.point_targets = Some(snap_points.collect());
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Add the [ManipulatorGroup]s (optionally including handles) of the specified shape layer to the snapping points
|
|
///
|
|
/// This should be called after start_snap
|
|
pub fn add_snap_path(
|
|
&mut self,
|
|
document_message_handler: &DocumentMessageHandler,
|
|
input: &InputPreprocessorMessageHandler,
|
|
layer: &Layer,
|
|
path: &[LayerId],
|
|
include_handles: bool,
|
|
ignore_points: &[ManipulatorPointInfo],
|
|
) {
|
|
let Some(vector_data) = &layer.as_vector_data() else { return };
|
|
|
|
if !document_message_handler.snapping_state.node_snapping {
|
|
return;
|
|
};
|
|
|
|
let transform = document_message_handler.document_legacy.multiply_transforms(path).unwrap();
|
|
let snap_points = vector_data
|
|
.manipulator_groups()
|
|
.flat_map(|group| {
|
|
if include_handles {
|
|
[
|
|
Some((ManipulatorPointId::new(group.id, SelectedType::Anchor), group.anchor)),
|
|
group.in_handle.map(|pos| (ManipulatorPointId::new(group.id, SelectedType::InHandle), pos)),
|
|
group.out_handle.map(|pos| (ManipulatorPointId::new(group.id, SelectedType::OutHandle), pos)),
|
|
]
|
|
} else {
|
|
[Some((ManipulatorPointId::new(group.id, SelectedType::Anchor), group.anchor)), None, None]
|
|
}
|
|
})
|
|
.flatten()
|
|
.filter(|&(point_id, _)| !ignore_points.contains(&ManipulatorPointInfo { shape_layer_path: path, point_id }))
|
|
.map(|(_, pos)| transform.transform_point2(pos));
|
|
self.add_snap_points(document_message_handler, input, snap_points);
|
|
}
|
|
|
|
/// Adds all of the shape handles in the document, including bézier handles of the points specified
|
|
pub fn add_all_document_handles(
|
|
&mut self,
|
|
document_message_handler: &DocumentMessageHandler,
|
|
input: &InputPreprocessorMessageHandler,
|
|
include_handles: &[&[LayerId]],
|
|
exclude: &[&[LayerId]],
|
|
ignore_points: &[ManipulatorPointInfo],
|
|
) {
|
|
for path in document_message_handler.all_layers() {
|
|
if !exclude.contains(&path) {
|
|
let layer = document_message_handler.document_legacy.layer(path).expect("Could not get layer for snapping");
|
|
self.add_snap_path(document_message_handler, input, layer, path, include_handles.contains(&path), ignore_points);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Finds the closest snap from an array of layers to the specified snap targets in viewport coords.
|
|
/// Returns 0 for each axis that there is no snap less than the snap tolerance.
|
|
pub fn snap_layers(&mut self, responses: &mut VecDeque<Message>, document_message_handler: &DocumentMessageHandler, snap_anchors: Vec<DVec2>, mouse_delta: DVec2) -> DVec2 {
|
|
if document_message_handler.snapping_state.snapping_enabled {
|
|
self.calculate_snap(snap_anchors.iter().map(move |&snap| mouse_delta + snap), responses)
|
|
} else {
|
|
DVec2::ZERO
|
|
}
|
|
}
|
|
|
|
/// Handles snapping of a viewport position, returning another viewport position.
|
|
pub fn snap_position(&mut self, responses: &mut VecDeque<Message>, document_message_handler: &DocumentMessageHandler, position_viewport: DVec2) -> DVec2 {
|
|
if document_message_handler.snapping_state.snapping_enabled {
|
|
self.calculate_snap([position_viewport].into_iter(), responses) + position_viewport
|
|
} else {
|
|
position_viewport
|
|
}
|
|
}
|
|
|
|
/// Removes snap target data and overlays. Call this when snapping is done.
|
|
pub fn cleanup(&mut self, responses: &mut VecDeque<Message>) {
|
|
self.snap_overlays.cleanup(responses);
|
|
self.bound_targets = None;
|
|
self.point_targets = None;
|
|
}
|
|
}
|
|
|
|
/// Converts a bounding box into a set of points for snapping
|
|
///
|
|
/// Puts a point in the middle of each edge (top, bottom, left, right)
|
|
pub fn expand_bounds([bound1, bound2]: [DVec2; 2]) -> [DVec2; 4] {
|
|
[
|
|
DVec2::new((bound1.x + bound2.x) / 2., bound1.y),
|
|
DVec2::new((bound1.x + bound2.x) / 2., bound2.y),
|
|
DVec2::new(bound1.x, (bound1.y + bound2.y) / 2.),
|
|
DVec2::new(bound2.x, (bound1.y + bound2.y) / 2.),
|
|
]
|
|
}
|