Fixes#1115
The issue is that replaceAllElements calls a render synchronously, preventing lastBroadcastedOrReceivedSceneVersion from being set correctly.
I tried using batchUpdate but it only takes a single argument ( c5d2fc7127/packages/react-reconciler/src/ReactFiberWorkLoop.js (L1088) ) whereas the callback takes two.
Test Plan:
- Add a console.log before `this.broadcastScene("SCENE_UPDATE");` in App.tsx
- Connect a bunch of clients
- Have one move a shape
- Make sure that this client has the console logged
- Make sure the other clients don't have it
The logic to support it was not implemented. This is not the prettiest way to solve it in the world but it does work. Some more refactoring here is probably warranted.
Fixes#1039
* Don't reset cache while zooming using a gesture
This reuses the cached canvas while the gesture is happening. Once it has stop updating, then recompute the cache with the proper zoom.
This should massively improve performance when panning on big scenes on mobile
Fixes#1056
* update snapshot tests
This wasn't taking into account zoom properly.
The logic should probably get refactored a bit, it's not ideal that we're passing canvas, state and scale as different arguments. Also it's weird that the function that returns the center is computing the viewport translation. But I'm not motivated enough to fix it right now...
Fixes#1100
* load scene from localStorage in collaboration if user is first in room
* load scene from localStorage in collaboration prior to syncing with server
* fix merge
Co-authored-by: dwelle <luzar.david@gmail.com>
* Update shortcuts.md for Lock
* Add 'Q' as a shortcut for toggling shape lock
* Add shortcut to LockIcon title
* use event.key instead
Co-authored-by: Faustino Kialungila <Faustino.kialungila@gmail.com>
* [WIP] Add names next to pointers
This implements the rendering and messaging across. Still need to do the UI to set the name.
Also, not really sure what's the best place to send the name and store it.
* Add randomized names
Co-authored-by: Christopher Chedeau <vjeux@fb.com>
My original hack to put the scale when we create the canvas element doesn't make much sense. It should be done when we are rendering the scene. I moved it there in this PR.
The rest was all about forwarding the scale to where it's needed.
* Stop using getTransform
Fixes#861
The original motivation behind this is to make it work with Firefox. But it also helped make the code more intentional.
Test Plan:
- Create one square, select it, zoom in repeatedly, make sure that it zooms centered in the screen and everything looks good
- Scroll at various zoom levels, things look good
- Export a small scene at 1x and 3x, make sure the background is properly set and look good
* fix selection element