excalidraw/src/renderer/renderScene.ts

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import { RoughCanvas } from "roughjs/bin/canvas";
import { RoughSVG } from "roughjs/bin/svg";
import { ExcalidrawElement } from "../element/types";
import { getElementAbsoluteCoords, handlerRectangles } from "../element";
import { roundRect } from "./roundRect";
import { SceneState } from "../scene/types";
import {
getScrollBars,
SCROLLBAR_COLOR,
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SCROLLBAR_WIDTH,
} from "../scene/scrollbars";
import { renderElement, renderElementToSvg } from "./renderElement";
export function renderScene(
elements: readonly ExcalidrawElement[],
Fix issues related to history (#701) * Separate UI from Canvas * Explicitly define history recording * ActionManager: Set syncActionState during construction instead of in every call * Add commit to history flag to necessary actions * Disable undoing during multiElement * Write custom equality function for UI component to render it only when specific props and elements change * Remove stale comments about history skipping * Stop undo/redoing when in resizing element mode * wip * correctly reset resizingElement & add undo check * Separate selection element from the rest of the array and stop redrawing the UI when dragging the selection * Remove selectionElement from local storage * Remove unnecessary readonly type casting in actionFinalize * Fix undo / redo for multi points * Fix an issue that did not update history when elements were locked * Disable committing to history for noops - deleteSelected without deleting anything - Basic selection * Use generateEntry only inside history and pass elements and appstate to history * Update component after every history resume * Remove last item from the history only if in multi mode * Resume recording when element type is not selection * ensure we prevent hotkeys only on writable elements * Remove selection clearing from history * Remove one point arrows as they are invisibly small * Remove shape of elements from local storage * Fix removing invisible element from the array * add missing history resuming cases & simplify slice * fix lint * don't regenerate elements if no elements deselected * regenerate elements array on selection * reset state.selectionElement unconditionally * Use getter instead of passing appState and scene data through functions to actions * fix import Co-authored-by: David Luzar <luzar.david@gmail.com>
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selectionElement: ExcalidrawElement | null,
rc: RoughCanvas,
canvas: HTMLCanvasElement,
sceneState: SceneState,
// extra options, currently passed by export helper
{
offsetX,
offsetY,
renderScrollbars = true,
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renderSelection = true,
}: {
offsetX?: number;
offsetY?: number;
renderScrollbars?: boolean;
renderSelection?: boolean;
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} = {},
) {
if (!canvas) {
return false;
}
const context = canvas.getContext("2d")!;
const fillStyle = context.fillStyle;
if (typeof sceneState.viewBackgroundColor === "string") {
const hasTransparence =
sceneState.viewBackgroundColor === "transparent" ||
sceneState.viewBackgroundColor.length === 5 ||
sceneState.viewBackgroundColor.length === 9;
if (hasTransparence) {
context.clearRect(0, 0, canvas.width, canvas.height);
}
context.fillStyle = sceneState.viewBackgroundColor;
context.fillRect(0, 0, canvas.width, canvas.height);
} else {
context.clearRect(0, 0, canvas.width, canvas.height);
}
context.fillStyle = fillStyle;
sceneState = {
...sceneState,
scrollX: typeof offsetX === "number" ? offsetX : sceneState.scrollX,
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scrollY: typeof offsetY === "number" ? offsetY : sceneState.scrollY,
};
let atLeastOneVisibleElement = false;
elements.forEach(element => {
if (
!isVisibleElement(
element,
sceneState.scrollX,
sceneState.scrollY,
// If canvas is scaled for high pixelDeviceRatio width and height
// setted in the `style` attribute
parseInt(canvas.style.width) || canvas.width,
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parseInt(canvas.style.height) || canvas.height,
)
) {
return;
}
atLeastOneVisibleElement = true;
context.translate(
element.x + sceneState.scrollX,
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element.y + sceneState.scrollY,
);
renderElement(element, rc, context);
context.translate(
-element.x - sceneState.scrollX,
-element.y - sceneState.scrollY,
);
});
Fix issues related to history (#701) * Separate UI from Canvas * Explicitly define history recording * ActionManager: Set syncActionState during construction instead of in every call * Add commit to history flag to necessary actions * Disable undoing during multiElement * Write custom equality function for UI component to render it only when specific props and elements change * Remove stale comments about history skipping * Stop undo/redoing when in resizing element mode * wip * correctly reset resizingElement & add undo check * Separate selection element from the rest of the array and stop redrawing the UI when dragging the selection * Remove selectionElement from local storage * Remove unnecessary readonly type casting in actionFinalize * Fix undo / redo for multi points * Fix an issue that did not update history when elements were locked * Disable committing to history for noops - deleteSelected without deleting anything - Basic selection * Use generateEntry only inside history and pass elements and appstate to history * Update component after every history resume * Remove last item from the history only if in multi mode * Resume recording when element type is not selection * ensure we prevent hotkeys only on writable elements * Remove selection clearing from history * Remove one point arrows as they are invisibly small * Remove shape of elements from local storage * Fix removing invisible element from the array * add missing history resuming cases & simplify slice * fix lint * don't regenerate elements if no elements deselected * regenerate elements array on selection * reset state.selectionElement unconditionally * Use getter instead of passing appState and scene data through functions to actions * fix import Co-authored-by: David Luzar <luzar.david@gmail.com>
2020-02-05 22:47:10 +04:00
if (selectionElement) {
context.translate(
selectionElement.x + sceneState.scrollX,
selectionElement.y + sceneState.scrollY,
);
renderElement(selectionElement, rc, context);
context.translate(
-selectionElement.x - sceneState.scrollX,
-selectionElement.y - sceneState.scrollY,
);
}
if (renderSelection) {
const selectedElements = elements.filter(el => el.isSelected);
selectedElements.forEach(element => {
const margin = 4;
const [
elementX1,
elementY1,
elementX2,
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elementY2,
] = getElementAbsoluteCoords(element);
const lineDash = context.getLineDash();
context.setLineDash([8, 4]);
context.strokeRect(
elementX1 - margin + sceneState.scrollX,
elementY1 - margin + sceneState.scrollY,
elementX2 - elementX1 + margin * 2,
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elementY2 - elementY1 + margin * 2,
);
context.setLineDash(lineDash);
});
if (selectedElements.length === 1 && selectedElements[0].type !== "text") {
const handlers = handlerRectangles(selectedElements[0], sceneState);
Object.values(handlers)
.filter(handler => handler !== undefined)
.forEach(handler => {
context.strokeRect(handler[0], handler[1], handler[2], handler[3]);
});
}
}
if (renderScrollbars) {
const scrollBars = getScrollBars(
elements,
context.canvas.width / window.devicePixelRatio,
context.canvas.height / window.devicePixelRatio,
sceneState.scrollX,
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sceneState.scrollY,
);
const strokeStyle = context.strokeStyle;
context.fillStyle = SCROLLBAR_COLOR;
context.strokeStyle = "rgba(255,255,255,0.8)";
[scrollBars.horizontal, scrollBars.vertical].forEach(scrollBar => {
if (scrollBar) {
roundRect(
context,
scrollBar.x,
scrollBar.y,
scrollBar.width,
scrollBar.height,
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SCROLLBAR_WIDTH / 2,
);
}
});
context.strokeStyle = strokeStyle;
context.fillStyle = fillStyle;
}
return atLeastOneVisibleElement;
}
function isVisibleElement(
element: ExcalidrawElement,
scrollX: number,
scrollY: number,
canvasWidth: number,
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canvasHeight: number,
) {
let [x1, y1, x2, y2] = getElementAbsoluteCoords(element);
if (element.type !== "arrow") {
x1 += scrollX;
y1 += scrollY;
x2 += scrollX;
y2 += scrollY;
return x2 >= 0 && x1 <= canvasWidth && y2 >= 0 && y1 <= canvasHeight;
}
return (
x2 + scrollX >= 0 &&
x1 + scrollX <= canvasWidth &&
y2 + scrollY >= 0 &&
y1 + scrollY <= canvasHeight
);
}
// This should be only called for exporting purposes
export function renderSceneToSvg(
elements: readonly ExcalidrawElement[],
rsvg: RoughSVG,
svgRoot: SVGElement,
{
offsetX = 0,
offsetY = 0,
}: {
offsetX?: number;
offsetY?: number;
} = {},
) {
if (!svgRoot) {
return;
}
// render elements
elements.forEach(element => {
renderElementToSvg(
element,
rsvg,
svgRoot,
element.x + offsetX,
element.y + offsetY,
);
});
}