Files
penpot/render-wasm/src/state.rs
2026-02-17 12:58:15 +01:00

279 lines
9.0 KiB
Rust

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<Uuid>,
pub current_browser: u8,
pub shapes: ShapesPool,
pub saved_shapes: Option<ShapesPool>,
}
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<Uuid>) {
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);
}
}
if let Some(shape_to_delete) = self.shapes.get_mut(&id) {
shape_to_delete.set_deleted(true);
}
}
}
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<Uuid>) {
// 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<Uuid, skia::Matrix>) {
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);
}
}