/*
* 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 (