tldraw
Version:
A tiny little drawing editor.
8 lines (7 loc) • 15.5 kB
Source Map (JSON)
{
"version": 3,
"sources": ["../../../../src/lib/bindings/arrow/ArrowBindingUtil.ts"],
"sourcesContent": ["import {\n\tBindingOnChangeOptions,\n\tBindingOnCreateOptions,\n\tBindingOnShapeChangeOptions,\n\tBindingOnShapeIsolateOptions,\n\tBindingUtil,\n\tEditor,\n\tIndexKey,\n\tTLArrowBinding,\n\tTLArrowBindingProps,\n\tTLArrowShape,\n\tTLParentId,\n\tTLShape,\n\tTLShapeId,\n\tTLShapePartial,\n\tVec,\n\tapproximately,\n\tarrowBindingMigrations,\n\tarrowBindingProps,\n\tgetIndexAbove,\n\tgetIndexBetween,\n\tintersectLineSegmentCircle,\n} from '@tldraw/editor'\nimport { getArrowInfo } from '../../shapes/arrow/getArrowInfo'\nimport { getArrowBindings, removeArrowBinding } from '../../shapes/arrow/shared'\n\n/**\n * @public\n */\nexport class ArrowBindingUtil extends BindingUtil<TLArrowBinding> {\n\tstatic override type = 'arrow'\n\n\tstatic override props = arrowBindingProps\n\tstatic override migrations = arrowBindingMigrations\n\n\toverride getDefaultProps(): Partial<TLArrowBindingProps> {\n\t\treturn {\n\t\t\tisPrecise: false,\n\t\t\tisExact: false,\n\t\t\tnormalizedAnchor: { x: 0.5, y: 0.5 },\n\t\t\tsnap: 'none',\n\t\t}\n\t}\n\n\t// when the binding itself changes\n\toverride onAfterCreate({ binding }: BindingOnCreateOptions<TLArrowBinding>): void {\n\t\tconst arrow = this.editor.getShape(binding.fromId) as TLArrowShape | undefined\n\t\tif (!arrow) return\n\t\tarrowDidUpdate(this.editor, arrow)\n\t}\n\n\t// when the binding itself changes\n\toverride onAfterChange({ bindingAfter }: BindingOnChangeOptions<TLArrowBinding>): void {\n\t\tconst arrow = this.editor.getShape(bindingAfter.fromId) as TLArrowShape | undefined\n\t\tif (!arrow) return\n\t\tarrowDidUpdate(this.editor, arrow)\n\t}\n\n\t// when the arrow itself changes\n\toverride onAfterChangeFromShape({\n\t\tshapeBefore,\n\t\tshapeAfter,\n\t\treason,\n\t}: BindingOnShapeChangeOptions<TLArrowBinding>): void {\n\t\t// When translating arrows together with their bound shapes, only x/y changes.\n\t\t// In this case, bindings remain valid and no reparenting is needed.\n\t\t// This is a significant performance optimization when moving many bound shapes.\n\t\tif (\n\t\t\treason !== 'ancestry' &&\n\t\t\tshapeBefore.parentId === shapeAfter.parentId &&\n\t\t\tshapeBefore.index === shapeAfter.index\n\t\t) {\n\t\t\treturn\n\t\t}\n\t\tarrowDidUpdate(this.editor, shapeAfter as TLArrowShape)\n\t}\n\n\t// when the shape an arrow is bound to changes\n\toverride onAfterChangeToShape({\n\t\tbinding,\n\t\tshapeBefore,\n\t\tshapeAfter,\n\t\treason,\n\t}: BindingOnShapeChangeOptions<TLArrowBinding>): void {\n\t\tif (\n\t\t\treason !== 'ancestry' &&\n\t\t\tshapeBefore.parentId === shapeAfter.parentId &&\n\t\t\tshapeBefore.index === shapeAfter.index\n\t\t) {\n\t\t\treturn\n\t\t}\n\t\treparentArrow(this.editor, binding.fromId)\n\t}\n\n\t// when the arrow is isolated we need to update it's x,y positions\n\toverride onBeforeIsolateFromShape({\n\t\tbinding,\n\t}: BindingOnShapeIsolateOptions<TLArrowBinding>): void {\n\t\tconst arrow = this.editor.getShape<TLArrowShape>(binding.fromId)\n\t\tif (!arrow) return\n\t\tupdateArrowTerminal({\n\t\t\teditor: this.editor,\n\t\t\tarrow,\n\t\t\tterminal: binding.props.terminal,\n\t\t})\n\t}\n}\n\nfunction reparentArrow(editor: Editor, arrowId: TLShapeId) {\n\tconst arrow = editor.getShape<TLArrowShape>(arrowId)\n\tif (!arrow) return\n\tconst bindings = getArrowBindings(editor, arrow)\n\tconst { start, end } = bindings\n\tconst startShape = start ? editor.getShape(start.toId) : undefined\n\tconst endShape = end ? editor.getShape(end.toId) : undefined\n\n\tconst parentPageId = editor.getAncestorPageId(arrow)\n\tif (!parentPageId) return\n\n\tlet nextParentId: TLParentId\n\tif (startShape && endShape) {\n\t\t// if arrow has two bindings, always parent arrow to closest common ancestor of the bindings\n\t\tnextParentId = editor.findCommonAncestor([startShape, endShape]) ?? parentPageId\n\t} else if (startShape || endShape) {\n\t\tconst bindingParentId = (startShape || endShape)?.parentId\n\t\t// If the arrow and the shape that it is bound to have the same parent, then keep that parent\n\t\tif (bindingParentId && bindingParentId === arrow.parentId) {\n\t\t\tnextParentId = arrow.parentId\n\t\t} else {\n\t\t\t// if arrow has one binding, keep arrow on its own page\n\t\t\tnextParentId = parentPageId\n\t\t}\n\t} else {\n\t\treturn\n\t}\n\n\tif (nextParentId && nextParentId !== arrow.parentId) {\n\t\teditor.reparentShapes([arrowId], nextParentId)\n\t}\n\n\tconst reparentedArrow = editor.getShape<TLArrowShape>(arrowId)\n\tif (!reparentedArrow) throw Error('no reparented arrow')\n\n\tconst startSibling = editor.getShapeNearestSibling(reparentedArrow, startShape)\n\tconst endSibling = editor.getShapeNearestSibling(reparentedArrow, endShape)\n\n\tlet highestSibling: TLShape | undefined\n\n\tif (startSibling && endSibling) {\n\t\thighestSibling = startSibling.index > endSibling.index ? startSibling : endSibling\n\t} else if (startSibling && !endSibling) {\n\t\thighestSibling = startSibling\n\t} else if (endSibling && !startSibling) {\n\t\thighestSibling = endSibling\n\t} else {\n\t\treturn\n\t}\n\n\tlet finalIndex: IndexKey\n\n\tconst higherSiblings = editor\n\t\t.getSortedChildIdsForParent(highestSibling.parentId)\n\t\t.map((id) => editor.getShape(id)!)\n\t\t.filter((sibling) => sibling.index > highestSibling!.index)\n\n\tif (higherSiblings.length) {\n\t\t// there are siblings above the highest bound sibling, we need to\n\t\t// insert between them.\n\n\t\t// if the next sibling is also a bound arrow though, we can end up\n\t\t// all fighting for the same indexes. so lets find the next\n\t\t// non-arrow sibling...\n\t\tconst nextHighestNonArrowSibling = higherSiblings.find((sibling) => sibling.type !== 'arrow')\n\n\t\tif (\n\t\t\t// ...then, if we're above the last shape we want to be above...\n\t\t\treparentedArrow.index > highestSibling.index &&\n\t\t\t// ...but below the next non-arrow sibling...\n\t\t\t(!nextHighestNonArrowSibling || reparentedArrow.index < nextHighestNonArrowSibling.index)\n\t\t) {\n\t\t\t// ...then we're already in the right place. no need to update!\n\t\t\treturn\n\t\t}\n\n\t\t// otherwise, we need to find the index between the highest sibling\n\t\t// we want to be above, and the next highest sibling we want to be\n\t\t// below:\n\t\tfinalIndex = getIndexBetween(highestSibling.index, higherSiblings[0].index)\n\t} else {\n\t\t// if there are no siblings above us, we can just get the next index:\n\t\tfinalIndex = getIndexAbove(highestSibling.index)\n\t}\n\n\tif (finalIndex !== reparentedArrow.index) {\n\t\teditor.updateShapes([{ id: arrowId, type: 'arrow', index: finalIndex }])\n\t}\n}\n\nfunction arrowDidUpdate(editor: Editor, arrow: TLArrowShape) {\n\tconst bindings = getArrowBindings(editor, arrow)\n\t// if the shape is an arrow and its bound shape is on another page\n\t// or was deleted, unbind it\n\tfor (const handle of ['start', 'end'] as const) {\n\t\tconst binding = bindings[handle]\n\t\tif (!binding) continue\n\t\tconst boundShape = editor.getShape(binding.toId)\n\t\tconst isShapeInSamePageAsArrow =\n\t\t\teditor.getAncestorPageId(arrow) === editor.getAncestorPageId(boundShape)\n\t\tif (!boundShape || !isShapeInSamePageAsArrow) {\n\t\t\tupdateArrowTerminal({ editor, arrow, terminal: handle, unbind: true })\n\t\t}\n\t}\n\n\t// always check the arrow parents\n\treparentArrow(editor, arrow.id)\n}\n\n/** @internal */\nexport function updateArrowTerminal({\n\teditor,\n\tarrow,\n\tterminal,\n\tunbind = false,\n\tuseHandle = false,\n}: {\n\teditor: Editor\n\tarrow: TLArrowShape\n\tterminal: 'start' | 'end'\n\tunbind?: boolean\n\tuseHandle?: boolean\n}) {\n\tconst info = getArrowInfo(editor, arrow)\n\tif (!info) {\n\t\tthrow new Error('expected arrow info')\n\t}\n\n\tconst startPoint = getValidTerminalPoint(\n\t\tuseHandle ? info.start.handle : info.start.point,\n\t\tarrow.props.start\n\t)\n\tconst endPoint = getValidTerminalPoint(\n\t\tuseHandle ? info.end.handle : info.end.point,\n\t\tarrow.props.end\n\t)\n\tconst point = terminal === 'start' ? startPoint : endPoint\n\n\tconst update = {\n\t\tid: arrow.id,\n\t\ttype: 'arrow',\n\t\tprops: {\n\t\t\t[terminal]: { x: point.x, y: point.y },\n\t\t\tbend: arrow.props.bend,\n\t\t},\n\t} satisfies TLShapePartial<TLArrowShape>\n\n\t// fix up the bend:\n\tif (info.type === 'arc') {\n\t\t// find the new start/end points of the resulting arrow\n\t\tconst newStart =\n\t\t\tterminal === 'start'\n\t\t\t\t? startPoint\n\t\t\t\t: getValidTerminalPoint(info.start.handle, arrow.props.start)\n\t\tconst newEnd =\n\t\t\tterminal === 'end' ? endPoint : getValidTerminalPoint(info.end.handle, arrow.props.end)\n\t\tconst newMidPoint = Vec.Med(newStart, newEnd)\n\t\tconst arrowDirection = Vec.Sub(newStart, newEnd)\n\t\tif (approximately(Vec.Len2(arrowDirection), 0)) {\n\t\t\teditor.updateShape(update)\n\t\t\tif (unbind) {\n\t\t\t\tremoveArrowBinding(editor, arrow, terminal)\n\t\t\t}\n\t\t\treturn\n\t\t}\n\n\t\t// intersect a line segment perpendicular to the new arrow with the old arrow arc to\n\t\t// find the new mid-point\n\t\tconst lineSegment = arrowDirection\n\t\t\t.per()\n\t\t\t.uni()\n\t\t\t.mul(info.handleArc.radius * 2 * Math.sign(arrow.props.bend))\n\t\tconst targetPoint = Vec.Add(newMidPoint, lineSegment)\n\t\tif (\n\t\t\t!Vec.IsFinite(info.handleArc.center) ||\n\t\t\t!Number.isFinite(info.handleArc.radius) ||\n\t\t\t!Vec.IsFinite(targetPoint)\n\t\t) {\n\t\t\teditor.updateShape(update)\n\t\t\tif (unbind) {\n\t\t\t\tremoveArrowBinding(editor, arrow, terminal)\n\t\t\t}\n\t\t\treturn\n\t\t}\n\n\t\t// find the intersections with the old arrow arc:\n\t\tconst intersections = intersectLineSegmentCircle(\n\t\t\tinfo.handleArc.center,\n\t\t\ttargetPoint,\n\t\t\tinfo.handleArc.center,\n\t\t\tinfo.handleArc.radius\n\t\t)\n\n\t\tif (intersections?.length) {\n\t\t\tconst intersection = intersections.reduce((closest, candidate) =>\n\t\t\t\tVec.Dist2(candidate, targetPoint) < Vec.Dist2(closest, targetPoint) ? candidate : closest\n\t\t\t)\n\t\t\tconst bend = Vec.Dist(newMidPoint, intersection) * Math.sign(arrow.props.bend)\n\t\t\t// use `approximately` to avoid endless update loops\n\t\t\tif (!approximately(bend, update.props.bend)) {\n\t\t\t\tupdate.props.bend = bend\n\t\t\t}\n\t\t}\n\t}\n\n\teditor.updateShape(update)\n\tif (unbind) {\n\t\tremoveArrowBinding(editor, arrow, terminal)\n\t}\n}\n\nfunction getValidTerminalPoint(\n\tpoint: { x: number; y: number },\n\tfallback: { x: number; y: number }\n) {\n\treturn Vec.From(Vec.IsFinite(point) ? point : fallback)\n}\n"],
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}