New overlay system (#1516)

* Port gradient tool overlays

* Fix tests

* Text tool

* Artboard tool and some of select tool

* Port select tool drawing box

* Pen and path tool

* Remove overlays document

* Show the overlay refactor as done on the website roadmap

* Select tool bounds in layer space (first layer)

* Code review and fixes

---------

Co-authored-by: Keavon Chambers <keavon@keavon.com>
This commit is contained in:
0HyperCube
2023-12-18 11:17:43 +00:00
committed by Keavon Chambers
parent 9e06e70aa2
commit c42d030f18
36 changed files with 552 additions and 1425 deletions

View File

@@ -1,169 +1,19 @@
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::consts::{SNAP_AXIS_TOLERANCE, SNAP_POINT_TOLERANCE};
use crate::messages::prelude::*;
use document_legacy::document_metadata::LayerNodeIdentifier;
use document_legacy::layers::layer_info::LegacyLayer;
use document_legacy::layers::style::{self, Stroke};
use document_legacy::{LayerId, Operation};
use document_legacy::LayerId;
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);
}
}
use glam::DVec2;
/// 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,
}
@@ -193,7 +43,7 @@ impl SnapManager {
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) {
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
@@ -206,8 +56,7 @@ impl SnapManager {
false,
)
};
self.snap_overlays.update_overlays(responses, (x_axis, y_axis, points), clamped_closest_distance, snapped_to_point);
responses.add(OverlaysMessage::Draw);
clamped_closest_distance
}
@@ -336,9 +185,9 @@ impl SnapManager {
/// 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;
responses.add(OverlaysMessage::Draw);
}
}