use skia_safe::{self as skia, textlayout::FontCollection, Path, Point}; use std::collections::HashMap; mod shapes_pool; mod text_editor; pub use shapes_pool::{ShapesPool, ShapesPoolMutRef, ShapesPoolRef}; pub use text_editor::*; use crate::render::RenderState; use crate::shapes::Shape; use crate::tiles; use crate::uuid::Uuid; use crate::shapes::modifiers::grid_layout::grid_cell_data; /// This struct holds the state of the Rust application between JS calls. /// /// It is created by [init] and passed to the other exported functions. /// Note that rust-skia data structures are not thread safe, so a state /// must not be shared between different Web Workers. pub(crate) struct State { pub render_state: RenderState, pub text_editor_state: TextEditorState, pub current_id: Option, pub current_browser: u8, pub shapes: ShapesPool, pub saved_shapes: Option, } impl State { pub fn new(width: i32, height: i32) -> Self { State { render_state: RenderState::new(width, height), text_editor_state: TextEditorState::new(), current_id: None, current_browser: 0, shapes: ShapesPool::new(), // TODO: Maybe this can be moved to a different object saved_shapes: None, } } // Creates a new temporary shapes pool. // Will panic if a previous temporary pool exists. pub fn start_temp_objects(mut self) -> Self { if self.saved_shapes.is_some() { panic!("Tried to start a temp objects while the previous have not been restored"); } self.saved_shapes = Some(self.shapes); self.shapes = ShapesPool::new(); self } // Disposes of the temporary shapes pool restoring the normal pool // Will panic if a there is no temporary pool. pub fn end_temp_objects(mut self) -> Self { self.shapes = self .saved_shapes .expect("Tried to end temp objects but not content to be restored is present"); self.saved_shapes = None; self } pub fn resize(&mut self, width: i32, height: i32) { self.render_state.resize(width, height); } pub fn render_state_mut(&mut self) -> &mut RenderState { &mut self.render_state } pub fn render_state(&self) -> &RenderState { &self.render_state } #[allow(dead_code)] pub fn text_editor_state_mut(&mut self) -> &mut TextEditorState { &mut self.text_editor_state } #[allow(dead_code)] pub fn text_editor_state(&self) -> &TextEditorState { &self.text_editor_state } pub fn render_from_cache(&mut self) { self.render_state.render_from_cache(&self.shapes); } pub fn render_sync(&mut self, timestamp: i32) -> Result<(), String> { self.render_state .start_render_loop(None, &self.shapes, timestamp, true)?; Ok(()) } pub fn render_sync_shape(&mut self, id: &Uuid, timestamp: i32) -> Result<(), String> { self.render_state .start_render_loop(Some(id), &self.shapes, timestamp, true)?; Ok(()) } pub fn start_render_loop(&mut self, timestamp: i32) -> Result<(), String> { // If zoom changed, we MUST rebuild the tile index before using it. // Otherwise, the index will have tiles from the old zoom level, causing visible // tiles to appear empty. This can happen if start_render_loop() is called before // set_view_end() finishes rebuilding the index, or if set_view_end() hasn't been // called yet. let zoom_changed = self.render_state.zoom_changed(); if zoom_changed { self.rebuild_tiles_shallow(); } self.render_state .start_render_loop(None, &self.shapes, timestamp, false)?; Ok(()) } pub fn process_animation_frame(&mut self, timestamp: i32) -> Result<(), String> { self.render_state .process_animation_frame(None, &self.shapes, timestamp)?; Ok(()) } pub fn clear_focus_mode(&mut self) { self.render_state.clear_focus_mode(); } pub fn set_focus_mode(&mut self, shapes: Vec) { self.render_state.set_focus_mode(shapes); } pub fn init_shapes_pool(&mut self, capacity: usize) { self.shapes.initialize(capacity); } pub fn use_shape(&mut self, id: Uuid) { if !self.shapes.has(&id) { self.shapes.add_shape(id); } self.current_id = Some(id); } pub fn delete_shape_children(&mut self, parent_id: Uuid, id: Uuid) { // We don't really do a self.shapes.remove so that redo/undo keep working let Some(shape) = self.shapes.get(&id) else { return; }; // Only remove the children when is being deleted from the owner if shape.parent_id.is_none() || shape.parent_id == Some(parent_id) { let tiles::TileRect(rsx, rsy, rex, rey) = self.render_state.get_tiles_for_shape(shape, &self.shapes); for x in rsx..=rex { for y in rsy..=rey { let tile = tiles::Tile(x, y); self.render_state.remove_cached_tile(tile); self.render_state.tiles.remove_shape_at(tile, shape.id); } } } } pub fn current_shape_mut(&mut self) -> Option<&mut Shape> { self.shapes.get_mut(&self.current_id?) } pub fn current_shape(&self) -> Option<&Shape> { self.shapes.get(&self.current_id?) } pub fn set_background_color(&mut self, color: skia::Color) { self.render_state.set_background_color(color); } pub fn set_browser(&mut self, browser: u8) { self.current_browser = browser; } /// Sets the parent for the current shape and updates the parent's extended rectangle /// /// When a shape is assigned a new parent, the parent's extended rectangle needs to be /// invalidated and recalculated to include the new child. This ensures that frames /// and groups properly encompass their children. pub fn set_parent_for_current_shape(&mut self, id: Uuid) { let Some(shape) = self.current_shape_mut() else { panic!("Invalid current shape") }; // If the shape already has the same parent, do nothing if shape.parent_id == Some(id) { return; } shape.set_parent(id); // Note: We don't call parent.add_child() here because we are // asuming the parent is updating its children list via set_children() calls. // Calling add_child here would create duplicates. // Invalidate parent's extrect so it gets recalculated to include the new child if let Some(parent) = self.shapes.get_mut(&id) { parent.invalidate_extrect(); } } pub fn rebuild_tiles_shallow(&mut self) { self.render_state.rebuild_tiles_shallow(&self.shapes); } pub fn rebuild_tiles(&mut self) { self.render_state.rebuild_tiles_from(&self.shapes, None); } pub fn rebuild_tiles_from(&mut self, base_id: Option<&Uuid>) { self.render_state.rebuild_tiles_from(&self.shapes, base_id); } pub fn rebuild_touched_tiles(&mut self) { self.render_state.rebuild_touched_tiles(&self.shapes); } pub fn render_preview(&mut self, timestamp: i32) { let _ = self.render_state.render_preview(&self.shapes, timestamp); } pub fn rebuild_modifier_tiles(&mut self, ids: Vec) { // Index-based storage is safe self.render_state .rebuild_modifier_tiles(&mut self.shapes, ids); } pub fn font_collection(&self) -> &FontCollection { self.render_state.fonts().font_collection() } pub fn get_grid_coords(&self, pos_x: f32, pos_y: f32) -> Option<(i32, i32)> { let shape = self.current_shape()?; let bounds = shape.bounds(); let position = Point::new(pos_x, pos_y); let cells = grid_cell_data(shape, &self.shapes, true); for cell in cells { let points = &[ cell.anchor, cell.anchor + bounds.hv(cell.width), cell.anchor + bounds.hv(cell.width) + bounds.vv(cell.height), cell.anchor + bounds.vv(cell.height), ]; let polygon = Path::polygon(points, true, None, None); if polygon.contains(position) { return Some((cell.row as i32 + 1, cell.column as i32 + 1)); } } None } pub fn set_modifiers(&mut self, modifiers: HashMap) { self.shapes.set_modifiers(modifiers); } pub fn touch_current(&mut self) { if let Some(current_id) = self.current_id { self.render_state.mark_touched(current_id); } } pub fn touch_shape(&mut self, id: Uuid) { self.render_state.mark_touched(id); } }