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@apoorvdwi/excalidraw-collab

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import { ExcalidrawElement, NonDeletedExcalidrawElement, NonDeleted } from "../element/types"; import { LinearElementEditor } from "../element/linearElementEditor"; declare type ElementIdKey = InstanceType<typeof LinearElementEditor>["elementId"]; declare type ElementKey = ExcalidrawElement | ElementIdKey; declare type SceneStateCallback = () => void; declare type SceneStateCallbackRemover = () => void; declare class Scene { private static sceneMapByElement; private static sceneMapById; static mapElementToScene(elementKey: ElementKey, scene: Scene): void; static getScene(elementKey: ElementKey): Scene | null; private callbacks; private nonDeletedElements; private elements; private elementsMap; getElementsIncludingDeleted(): readonly ExcalidrawElement[]; getNonDeletedElements(): readonly NonDeletedExcalidrawElement[]; getElement<T extends ExcalidrawElement>(id: T["id"]): T | null; getNonDeletedElement(id: ExcalidrawElement["id"]): NonDeleted<ExcalidrawElement> | null; /** * A utility method to help with updating all scene elements, with the added * performance optimization of not renewing the array if no change is made. * * Maps all current excalidraw elements, invoking the callback for each * element. The callback should either return a new mapped element, or the * original element if no changes are made. If no changes are made to any * element, this results in a no-op. Otherwise, the newly mapped elements * are set as the next scene's elements. * * @returns whether a change was made */ mapElements(iteratee: (element: ExcalidrawElement) => ExcalidrawElement): boolean; replaceAllElements(nextElements: readonly ExcalidrawElement[]): void; informMutation(): void; addCallback(cb: SceneStateCallback): SceneStateCallbackRemover; destroy(): void; insertElementAtIndex(element: ExcalidrawElement, index: number): void; getElementIndex(elementId: string): number; } export default Scene;