/* * This React component is a long way from perfect, but it's a start for * handling custom layouts. * * There are two reasons that (at least in my opinion) implementing this is non-trivial: * * 1) React re-render vs DOM updates * * For performance reasons, we can't re-render with React when the user drags a * pattern part (or rotates it). It would kill performance. * So, we don't re-render with React upon dragging/rotating, but instead manipulate * the DOM directly. * * So far so good, but of course we don't want a pattern that's only correctly laid * out in the DOM. We want to updat the pattern gist so that the new layout is stored. * For this, we re-render with React on the end of the drag (or rotate). * * Handling this balance between DOM updates and React re-renders is a first contributing * factor to why this component is non-trivial * * 2) SVG vs DOM coordinates * * When we drag or rotate with the mouse, all the events are giving us coordinates of * where the mouse is in the DOM. * * The layout uses coordinates from the embedded SVG which are completely different. * So we need to make this translation and that adds complexity. * * 3) Part-level transforms * * It's not just that the DOM coordinates and SVG coordinate system is different, each * part also has it's own transforms applied and because of this behaves as if they have * their own coordinate system. * * In other words, a point (0,0) in the part is not the top-left corner of the page. * In the best-case scenario, it's the top-left corner of the part. But even this is * often not the case as parts will have transforms applied to them. * * 4) Flip along X or Y axis * * Parts can be flipped along the X or Y axis to facilitate a custom layout. * This is handled in a transform, so the part's coordinate's don't actually change. They * are flipped late into the rendering process (by the browser displaying the SVG). * * Handling this adds yet more mental overhead * * 5) Bounding box * * While moving and rotating parts around is one thing. Recalculating the bounding box * (think auto-cropping the pattern) gets kinda complicated because of the reasons * outlined above. * * We are currently handling a lot in the frontend code. It might be more elegant to move * some of this to core. For example, core expects the custom layout to set the widht and height * rather than figuring it out on its own as it does for auto-generated layouts. * * * * Known issues * * - Rotating gets a little weird sometimes as the part rotates around it's center in the * SVG coordinate system, but the mouse uses it's own coordinates as the center point that's * used to calculate the angle of the rotation * * - Moving parts into the negative space (minus X or Y coordinated) does not extend the bounding box. * * - Rotation gets weird when a part is mirrored * * - The bounding box update when a part is rotated is not entirely accurate * * * I've sort of left it at this because I'm starting to wonder if we should perhaps re-think * how custom layouts are supported in the core. And I would like to discuss this with the core team. */ import { useEffect, useRef, useState } from 'react' import Svg from '../draft/svg' import Defs from '../draft/defs' import Path from '../draft/path' import Point from '../draft/point' import Snippet from '../draft/snippet' import { getProps } from '../draft/utils' import { drag } from 'd3-drag' import { select } from 'd3-selection' const Buttons = ({ transform, flip, rotate, setRotate, resetPart }) => { const letter = 'F' const style = { style: {fill: 'white', fontSize: 18, fontWeight: 'bold', textAnchor: 'middle'} } return ( {rotate ? : } {letter} flip('y')}> {letter} flip('x')}> {letter} ) } const dx = (pointA, pointB) => pointB.x - pointA.x const dy = (pointA, pointB) => pointB.y - pointA.y const rad2deg = radians => radians * 57.29577951308232 const angle = (pointA, pointB) => { let rad = Math.atan2(-1 * dy(pointA, pointB), dx(pointA, pointB)) while (rad < 0) rad += 2 * Math.PI return rad2deg(rad) } const generateTransform = (x, y, rot, flipX, flipY, part) => { const anchor = { x: 0, y: 0 } const center = { x: part.topLeft.x + (part.bottomRight.x - part.topLeft.x)/2, y: part.topLeft.y + (part.bottomRight.y - part.topLeft.y)/2, } const dx = part.topLeft.x - center.x const dy = part.topLeft.y - center.y const transforms = [`translate(${x},${y})`] if (flipX) transforms.push( `translate(${center.x * -1}, ${center.y * -1})`, 'scale(-1, 1)', `translate(${center.x * -1 + 2 * dx}, ${center.y})` ) if (flipY) transforms.push( `translate(${center.x * -1}, ${center.y * -1})`, 'scale(1, -1)', `translate(${center.x}, ${center.y * -1 + 2 * dy})`, ) if (rot) transforms.push( `rotate(${rot}, ${center.x - anchor.x}, ${center.y - anchor.y})` ) return transforms.join(' ') } const Part = props => { const { layout, gist, updateGist, name, part } = props const partLayout= layout.parts[name] // Don't just assume this makes sense if (typeof layout.parts.[name].move?.x === 'undefined') return null // Use a ref for direct DOM manipulation const partRef = useRef(null) const centerRef = useRef(null) // State variable to switch between moving or rotating the part const [rotate, setRotate] = useState(false) // Initialize drag handler useEffect(() => { handleDrag(select(partRef.current)) }, [rotate]) // These are kept as vars because re-rendering on drag would kill performance // Managing the difference between re-render and direct DOM updates makes this // whole thing a bit tricky to wrap your head around let translateX = partLayout.move.x let translateY = partLayout.move.y let rotation = partLayout.rotate || 0 let flipX = partLayout.flipX ? true : false let flipY = partLayout.flipY ? true : false let rotStart let partRect const center = { x: part.topLeft.x + (part.bottomRight.x - part.topLeft.x)/2, y: part.topLeft.y + (part.bottomRight.y - part.topLeft.y)/2, } const handleDrag = drag() .subject(function() { return { x: translateX, y: translateY } }) .on('start', function(event) { rotStart = { x: event.x, y: event.y } partRect = partRef.current.getBoundingClientRect() }) .on('drag', function(event) { if (rotate) rotation = angle(partRect, { x:event.x, y: event.y }) * -1 else { translateX = event.x translateY = event.y } const me = select(this); me.attr('transform', generateTransform(translateX, translateY, rotation, flipX, flipY, part)) }) .on('end', function(event) { updateLayout() }) const resetPart = () => { rotation = 0 flipX = 0 flipY = 0 updateLayout() } const toggleDragRotate = () => { updateLayout() setRotate(!rotate) } const updateLayout = () => { props.updateLayout(name, { move: { x: translateX, y: translateY, }, rotate: rotation, flipX, flipY }) } // Method to flip (mirror) the part along the X or Y axis const flip = axis => { if (axis === 'x') flipX = !flipX else flipY = !flipY updateLayout() } const grid = gist.paperless ? ( ) : null return ( {grid} { props.gist?._state?.xray?.enabled && props.gist?._state?.xray?.reveal?.[name] && } {Object.keys(part.paths).map((pathName) => ( ))} {Object.keys(props.part.points).map((pointName) => ( ))} {Object.keys(props.part.snippets).map((snippetName) => ( ))} {props.name !== 'pages' && } ) } const Draft = props => { const { patternProps, gist, app, bgProps={} } = props const { layout=false } = gist useEffect(() => { if (!layout) { // On the initial draft, core does the layout, so we set the layout to the auto-layout // After this, core won't handle layout anymore. It's up to the user from this point onwards // FIXME: Allow use the option to clear the layout again updateGist(['layout'], { ...patternProps.autoLayout, width: patternProps.width, height: patternProps.height }) } }, [layout]) if (!patternProps || !layout) return null // Helper method to update part layout and re-calculate width * height const updateLayout = (name, config) => { // Start creating new layout const newLayout = {...layout} newLayout.parts[name] = config newLayout.width = layout.width newLayout.height = layout.height // Pattern topLeft and bottomRight let topLeft = { x: 0, y: 0 } let bottomRight = { x: 0, y: 0 } for (const [pname, part] of Object.entries(patternProps.parts)) { // Pages part does not have its topLeft and bottomRight set by core since it's added post-draft if (part.topLeft) { // Find topLeft (tl) and bottomRight (br) of this part const tl = { x: part.topLeft.x + newLayout.parts[pname].move.x, y: part.topLeft.y + newLayout.parts[pname].move.y } const br = { x: part.bottomRight.x + newLayout.parts[pname].move.x, y: part.bottomRight.y + newLayout.parts[pname].move.y } // Handle rotate if (newLayout.parts[pname].rotate) { // Angle to the corners const center = { x: part.topLeft.x + part.width/2, y: part.topLeft.x + part.height/2, } const corners = { tl: part.topLeft, br: part.bottomRight, } const angles = {} for (const corner in corners) angles[corner] = angle(center, corners[corner]) const delta = {} const rotation = newLayout.parts[pname].rotate for (const corner in corners) { delta[corner] = { x: part.width/2 * (Math.cos(angles[corner]) - Math.cos(angles[corner] + rotation)), y: part.height/2 * (Math.sin(angles[corner]) - Math.sin(angles[corner] + rotation)) } } if (delta.br.x > 0) br.x += delta.br.x if (delta.br.y > 0) br.y += delta.br.y if (delta.tl.x < 0) tl.x -= delta.tl.x if (delta.tl.y < 0) tl.y -= delta.tl.y } if (tl.x < topLeft.x) topLeft.x = tl.x if (tl.y < topLeft.y) topLeft.y = tl.y if (br.x > bottomRight.x) bottomRight.x = br.x if (br.y > bottomRight.y) bottomRight.y = br.y } } newLayout.width = bottomRight.x - topLeft.x newLayout.height = bottomRight.y - topLeft.y updateGist(['layout'], newLayout) } // We need to make sure the `pages` part is at the bottom of the pile // so we can drag-drop all parts on top of it. // Bottom in SVG means we need to draw it first const partList = Object.keys(patternProps.parts) return (
{[ partList.filter(name => name === 'pages'), partList.filter(name => name !== 'pages'), ].map(list => list.map(name => ( )))}
) } export default Draft