192 lines
8.5 KiB
Rust
192 lines
8.5 KiB
Rust
use crate::consts::{COLOR_ACCENT, SNAP_OVERLAY_FADE_DISTANCE, SNAP_OVERLAY_UNSNAPPED_OPACITY, SNAP_TOLERANCE};
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use crate::document::DocumentMessageHandler;
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use crate::message_prelude::*;
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use graphene::layers::style::{self, Stroke};
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use graphene::{LayerId, Operation};
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use glam::{DAffine2, DVec2};
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use std::f64::consts::PI;
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#[derive(Debug, Clone, Default)]
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pub struct SnapHandler {
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snap_targets: Option<(Vec<f64>, Vec<f64>)>,
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overlay_paths: Vec<Vec<LayerId>>,
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}
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impl SnapHandler {
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/// Updates the snapping overlays with the specified distances.
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/// `positions_and_distances` is a tuple of `position` and `distance` iterators, respectively, each with `(x, y)` values.
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fn update_overlays(
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overlay_paths: &mut Vec<Vec<LayerId>>,
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responses: &mut VecDeque<Message>,
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viewport_bounds: DVec2,
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positions_and_distances: (impl Iterator<Item = (f64, f64)>, impl Iterator<Item = (f64, f64)>),
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closest_distance: DVec2,
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) {
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/// Draws an alignment line overlay with the correct transform and fade opacity, reusing lines from the pool if available.
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fn add_overlay_line(responses: &mut VecDeque<Message>, transform: [f64; 6], opacity: f64, index: usize, overlay_paths: &mut Vec<Vec<LayerId>>) {
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// If there isn't one in the pool to ruse, add a new alignment line to the pool with the intended transform
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let layer_path = if index >= overlay_paths.len() {
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let layer_path = vec![generate_uuid()];
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responses.push_back(
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DocumentMessage::Overlays(
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Operation::AddOverlayLine {
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path: layer_path.clone(),
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transform,
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style: style::PathStyle::new(Some(Stroke::new(COLOR_ACCENT, 1.0)), style::Fill::None),
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}
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.into(),
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)
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.into(),
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);
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overlay_paths.push(layer_path.clone());
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layer_path
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}
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// Otherwise, reuse an overlay line from the pool and update its new transform
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else {
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let layer_path = overlay_paths[index].clone();
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responses.push_back(DocumentMessage::Overlays(Operation::SetLayerTransform { path: layer_path.clone(), transform }.into()).into());
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layer_path
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};
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// Then set its opacity to the fade amount
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responses.push_back(DocumentMessage::Overlays(Operation::SetLayerOpacity { path: layer_path, opacity }.into()).into());
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}
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let (positions, distances) = positions_and_distances;
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let mut index = 0;
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// Draw the vertical alignment lines
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for (x_target, distance) in positions.filter(|(_pos, dist)| dist.abs() < SNAP_OVERLAY_FADE_DISTANCE) {
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let transform = DAffine2::from_scale_angle_translation(DVec2::new(viewport_bounds.y, 1.), PI / 2., DVec2::new((x_target).round() - 0.5, 0.)).to_cols_array();
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let opacity = if closest_distance.x == distance {
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1.
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} else {
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SNAP_OVERLAY_UNSNAPPED_OPACITY - distance.abs() / (SNAP_OVERLAY_FADE_DISTANCE / SNAP_OVERLAY_UNSNAPPED_OPACITY)
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};
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add_overlay_line(responses, transform, opacity, index, overlay_paths);
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index += 1;
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}
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// Draw the horizontal alignment lines
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for (y_target, distance) in distances.filter(|(_pos, dist)| dist.abs() < SNAP_OVERLAY_FADE_DISTANCE) {
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let transform = DAffine2::from_scale_angle_translation(DVec2::new(viewport_bounds.x, 1.), 0., DVec2::new(0., (y_target).round() - 0.5)).to_cols_array();
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let opacity = if closest_distance.y == distance {
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1.
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} else {
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SNAP_OVERLAY_UNSNAPPED_OPACITY - distance.abs() / (SNAP_OVERLAY_FADE_DISTANCE / SNAP_OVERLAY_UNSNAPPED_OPACITY)
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};
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add_overlay_line(responses, transform, opacity, index, overlay_paths);
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index += 1;
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}
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Self::remove_unused_overlays(overlay_paths, responses, index);
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}
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/// Remove overlays from the pool beyond a given index. Pool entries up through that index will be kept.
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fn remove_unused_overlays(overlay_paths: &mut Vec<Vec<LayerId>>, responses: &mut VecDeque<Message>, remove_after_index: usize) {
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while overlay_paths.len() > remove_after_index {
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responses.push_back(DocumentMessage::Overlays(Operation::DeleteLayer { path: overlay_paths.pop().unwrap() }.into()).into());
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}
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}
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/// 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.)
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/// This should be called at the start of a drag.
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pub fn start_snap(&mut self, document_message_handler: &DocumentMessageHandler, bounding_boxes: impl Iterator<Item = [DVec2; 2]>, snap_x: bool, snap_y: bool) {
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if document_message_handler.snapping_enabled {
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let (x_targets, y_targets) = bounding_boxes.flat_map(|[bound1, bound2]| [bound1, bound2, ((bound1 + bound2) / 2.)]).map(|vec| vec.into()).unzip();
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// Could be made into sorted Vec or a HashSet for more performant lookups.
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self.snap_targets = Some((if snap_x { x_targets } else { Vec::new() }, if snap_y { y_targets } else { Vec::new() }));
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}
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}
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/// Add arbitrary snapping points
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/// This should be called after start_snap
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pub fn add_snap_points(&mut self, document_message_handler: &DocumentMessageHandler, snap_points: Vec<DVec2>) {
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if document_message_handler.snapping_enabled {
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let (mut x_targets, mut y_targets): (Vec<f64>, Vec<f64>) = snap_points.into_iter().map(|vec| vec.into()).unzip();
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if let Some((new_x_targets, new_y_targets)) = &mut self.snap_targets {
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x_targets.append(new_x_targets);
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y_targets.append(new_y_targets);
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self.snap_targets = Some((x_targets, y_targets));
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}
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}
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}
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/// Finds the closest snap from an array of layers to the specified snap targets in viewport coords.
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/// Returns 0 for each axis that there is no snap less than the snap tolerance.
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pub fn snap_layers(
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&mut self,
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responses: &mut VecDeque<Message>,
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document_message_handler: &DocumentMessageHandler,
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(snap_x, snap_y): (Vec<f64>, Vec<f64>),
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viewport_bounds: DVec2,
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mouse_delta: DVec2,
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) -> DVec2 {
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if document_message_handler.snapping_enabled {
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if let Some((targets_x, targets_y)) = &self.snap_targets {
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let positions = targets_x.iter().flat_map(|&target| snap_x.iter().map(move |&snap| (target, target - mouse_delta.x - snap)));
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let distances = targets_y.iter().flat_map(|&target| snap_y.iter().map(move |&snap| (target, target - mouse_delta.y - snap)));
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let min_positions = positions.clone().min_by(|a, b| a.1.abs().partial_cmp(&b.1.abs()).expect("Could not compare position."));
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let min_distances = distances.clone().min_by(|a, b| a.1.abs().partial_cmp(&b.1.abs()).expect("Could not compare position."));
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let closest_distance = DVec2::new(min_positions.map_or(0., |(_pos, dist)| dist), min_distances.map_or(0., |(_pos, dist)| dist));
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// Clamp, do not move, if above snap tolerance
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let clamped_closest_distance = DVec2::new(
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if closest_distance.x.abs() > SNAP_TOLERANCE { 0. } else { closest_distance.x },
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if closest_distance.y.abs() > SNAP_TOLERANCE { 0. } else { closest_distance.y },
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);
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Self::update_overlays(&mut self.overlay_paths, responses, viewport_bounds, (positions, distances), clamped_closest_distance);
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clamped_closest_distance
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} else {
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DVec2::ZERO
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}
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} else {
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DVec2::ZERO
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}
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}
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/// Handles snapping of a viewport position, returning another viewport position.
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pub fn snap_position(&mut self, responses: &mut VecDeque<Message>, viewport_bounds: DVec2, document_message_handler: &DocumentMessageHandler, position_viewport: DVec2) -> DVec2 {
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if document_message_handler.snapping_enabled {
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if let Some((targets_x, targets_y)) = &self.snap_targets {
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let positions = targets_x.iter().map(|&x| (x, x - position_viewport.x));
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let distances = targets_y.iter().map(|&y| (y, y - position_viewport.y));
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let min_positions = positions.clone().min_by(|a, b| a.1.abs().partial_cmp(&b.1.abs()).expect("Could not compare position."));
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let min_distances = distances.clone().min_by(|a, b| a.1.abs().partial_cmp(&b.1.abs()).expect("Could not compare position."));
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let closest_distance = DVec2::new(min_positions.map_or(0., |(_pos, dist)| dist), min_distances.map_or(0., |(_pos, dist)| dist));
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// Do not move if over snap tolerance
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let clamped_closest_distance = DVec2::new(
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if closest_distance.x.abs() > SNAP_TOLERANCE { 0. } else { closest_distance.x },
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if closest_distance.y.abs() > SNAP_TOLERANCE { 0. } else { closest_distance.y },
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);
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Self::update_overlays(&mut self.overlay_paths, responses, viewport_bounds, (positions, distances), clamped_closest_distance);
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position_viewport + clamped_closest_distance
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} else {
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position_viewport
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}
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} else {
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position_viewport
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}
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}
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/// Removes snap target data and overlays. Call this when snapping is done.
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pub fn cleanup(&mut self, responses: &mut VecDeque<Message>) {
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Self::remove_unused_overlays(&mut self.overlay_paths, responses, 0);
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self.snap_targets = None;
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}
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}
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