mirror of
https://github.com/excalidraw/excalidraw.git
synced 2025-05-03 10:00:07 -04:00
refactor: remove dependency on the (static) Scene (#9389)
This commit is contained in:
parent
debf2ad608
commit
1913599594
67 changed files with 812 additions and 925 deletions
468
packages/element/src/Scene.ts
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468
packages/element/src/Scene.ts
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import throttle from "lodash.throttle";
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import {
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randomInteger,
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arrayToMap,
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toBrandedType,
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isDevEnv,
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isTestEnv,
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isReadonlyArray,
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} from "@excalidraw/common";
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import { isNonDeletedElement } from "@excalidraw/element";
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import { isFrameLikeElement } from "@excalidraw/element/typeChecks";
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import { getElementsInGroup } from "@excalidraw/element/groups";
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import {
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orderByFractionalIndex,
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syncInvalidIndices,
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syncMovedIndices,
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validateFractionalIndices,
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} from "@excalidraw/element/fractionalIndex";
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import { getSelectedElements } from "@excalidraw/element/selection";
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import {
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mutateElement,
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type ElementUpdate,
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} from "@excalidraw/element/mutateElement";
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import type {
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ExcalidrawElement,
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NonDeletedExcalidrawElement,
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NonDeleted,
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ExcalidrawFrameLikeElement,
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ElementsMapOrArray,
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SceneElementsMap,
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NonDeletedSceneElementsMap,
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OrderedExcalidrawElement,
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Ordered,
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} from "@excalidraw/element/types";
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import type {
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Assert,
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Mutable,
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SameType,
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} from "@excalidraw/common/utility-types";
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import type { AppState } from "../../excalidraw/types";
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type SceneStateCallback = () => void;
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type SceneStateCallbackRemover = () => void;
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type SelectionHash = string & { __brand: "selectionHash" };
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const getNonDeletedElements = <T extends ExcalidrawElement>(
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allElements: readonly T[],
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) => {
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const elementsMap = new Map() as NonDeletedSceneElementsMap;
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const elements: T[] = [];
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for (const element of allElements) {
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if (!element.isDeleted) {
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elements.push(element as NonDeleted<T>);
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elementsMap.set(
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element.id,
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element as Ordered<NonDeletedExcalidrawElement>,
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);
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}
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}
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return { elementsMap, elements };
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};
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const validateIndicesThrottled = throttle(
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(elements: readonly ExcalidrawElement[]) => {
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if (isDevEnv() || isTestEnv() || window?.DEBUG_FRACTIONAL_INDICES) {
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validateFractionalIndices(elements, {
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// throw only in dev & test, to remain functional on `DEBUG_FRACTIONAL_INDICES`
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shouldThrow: isDevEnv() || isTestEnv(),
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includeBoundTextValidation: true,
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});
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}
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},
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1000 * 60,
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{ leading: true, trailing: false },
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);
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const hashSelectionOpts = (
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opts: Parameters<InstanceType<typeof Scene>["getSelectedElements"]>[0],
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) => {
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const keys = ["includeBoundTextElement", "includeElementsInFrames"] as const;
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type HashableKeys = Omit<typeof opts, "selectedElementIds" | "elements">;
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// just to ensure we're hashing all expected keys
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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type _ = Assert<
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SameType<
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Required<HashableKeys>,
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Pick<Required<HashableKeys>, typeof keys[number]>
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>
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>;
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let hash = "";
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for (const key of keys) {
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hash += `${key}:${opts[key] ? "1" : "0"}`;
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}
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return hash as SelectionHash;
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};
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// ideally this would be a branded type but it'd be insanely hard to work with
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// in our codebase
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export type ExcalidrawElementsIncludingDeleted = readonly ExcalidrawElement[];
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class Scene {
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// ---------------------------------------------------------------------------
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// instance methods/props
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// ---------------------------------------------------------------------------
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private callbacks: Set<SceneStateCallback> = new Set();
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private nonDeletedElements: readonly Ordered<NonDeletedExcalidrawElement>[] =
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[];
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private nonDeletedElementsMap = toBrandedType<NonDeletedSceneElementsMap>(
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new Map(),
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);
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// ideally all elements within the scene should be wrapped around with `Ordered` type, but right now there is no real benefit doing so
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private elements: readonly OrderedExcalidrawElement[] = [];
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private nonDeletedFramesLikes: readonly NonDeleted<ExcalidrawFrameLikeElement>[] =
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[];
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private frames: readonly ExcalidrawFrameLikeElement[] = [];
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private elementsMap = toBrandedType<SceneElementsMap>(new Map());
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private selectedElementsCache: {
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selectedElementIds: AppState["selectedElementIds"] | null;
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elements: readonly NonDeletedExcalidrawElement[] | null;
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cache: Map<SelectionHash, NonDeletedExcalidrawElement[]>;
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} = {
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selectedElementIds: null,
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elements: null,
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cache: new Map(),
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};
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/**
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* Random integer regenerated each scene update.
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*
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* Does not relate to elements versions, it's only a renderer
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* cache-invalidation nonce at the moment.
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*/
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private sceneNonce: number | undefined;
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getSceneNonce() {
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return this.sceneNonce;
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}
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getNonDeletedElementsMap() {
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return this.nonDeletedElementsMap;
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}
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getElementsIncludingDeleted() {
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return this.elements;
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}
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getElementsMapIncludingDeleted() {
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return this.elementsMap;
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}
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getNonDeletedElements() {
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return this.nonDeletedElements;
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}
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getFramesIncludingDeleted() {
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return this.frames;
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}
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constructor(elements: ElementsMapOrArray | null = null) {
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if (elements) {
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this.replaceAllElements(elements);
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}
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}
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getSelectedElements(opts: {
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// NOTE can be ommitted by making Scene constructor require App instance
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selectedElementIds: AppState["selectedElementIds"];
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/**
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* for specific cases where you need to use elements not from current
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* scene state. This in effect will likely result in cache-miss, and
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* the cache won't be updated in this case.
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*/
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elements?: ElementsMapOrArray;
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// selection-related options
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includeBoundTextElement?: boolean;
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includeElementsInFrames?: boolean;
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}): NonDeleted<ExcalidrawElement>[] {
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const hash = hashSelectionOpts(opts);
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const elements = opts?.elements || this.nonDeletedElements;
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if (
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this.selectedElementsCache.elements === elements &&
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this.selectedElementsCache.selectedElementIds === opts.selectedElementIds
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) {
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const cached = this.selectedElementsCache.cache.get(hash);
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if (cached) {
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return cached;
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}
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} else if (opts?.elements == null) {
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// if we're operating on latest scene elements and the cache is not
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// storing the latest elements, clear the cache
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this.selectedElementsCache.cache.clear();
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}
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const selectedElements = getSelectedElements(
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elements,
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{ selectedElementIds: opts.selectedElementIds },
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opts,
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);
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// cache only if we're not using custom elements
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if (opts?.elements == null) {
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this.selectedElementsCache.selectedElementIds = opts.selectedElementIds;
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this.selectedElementsCache.elements = this.nonDeletedElements;
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this.selectedElementsCache.cache.set(hash, selectedElements);
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}
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return selectedElements;
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}
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getNonDeletedFramesLikes(): readonly NonDeleted<ExcalidrawFrameLikeElement>[] {
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return this.nonDeletedFramesLikes;
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}
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getElement<T extends ExcalidrawElement>(id: T["id"]): T | null {
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return (this.elementsMap.get(id) as T | undefined) || null;
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}
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getNonDeletedElement(
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id: ExcalidrawElement["id"],
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): NonDeleted<ExcalidrawElement> | null {
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const element = this.getElement(id);
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if (element && isNonDeletedElement(element)) {
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return element;
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}
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return null;
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}
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/**
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* A utility method to help with updating all scene elements, with the added
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* performance optimization of not renewing the array if no change is made.
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*
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* Maps all current excalidraw elements, invoking the callback for each
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* element. The callback should either return a new mapped element, or the
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* original element if no changes are made. If no changes are made to any
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* element, this results in a no-op. Otherwise, the newly mapped elements
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* are set as the next scene's elements.
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*
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* @returns whether a change was made
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*/
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mapElements(
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iteratee: (element: ExcalidrawElement) => ExcalidrawElement,
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): boolean {
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let didChange = false;
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const newElements = this.elements.map((element) => {
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const nextElement = iteratee(element);
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if (nextElement !== element) {
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didChange = true;
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}
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return nextElement;
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});
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if (didChange) {
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this.replaceAllElements(newElements);
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}
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return didChange;
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}
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replaceAllElements(nextElements: ElementsMapOrArray) {
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// ts doesn't like `Array.isArray` of `instanceof Map`
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if (!isReadonlyArray(nextElements)) {
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// need to order by fractional indices to get the correct order
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nextElements = orderByFractionalIndex(
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Array.from(nextElements.values()) as OrderedExcalidrawElement[],
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);
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}
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const nextFrameLikes: ExcalidrawFrameLikeElement[] = [];
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validateIndicesThrottled(nextElements);
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this.elements = syncInvalidIndices(nextElements);
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this.elementsMap.clear();
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this.elements.forEach((element) => {
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if (isFrameLikeElement(element)) {
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nextFrameLikes.push(element);
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}
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this.elementsMap.set(element.id, element);
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});
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const nonDeletedElements = getNonDeletedElements(this.elements);
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this.nonDeletedElements = nonDeletedElements.elements;
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this.nonDeletedElementsMap = nonDeletedElements.elementsMap;
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this.frames = nextFrameLikes;
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this.nonDeletedFramesLikes = getNonDeletedElements(this.frames).elements;
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this.triggerUpdate();
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}
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triggerUpdate() {
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this.sceneNonce = randomInteger();
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for (const callback of Array.from(this.callbacks)) {
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callback();
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}
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}
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onUpdate(cb: SceneStateCallback): SceneStateCallbackRemover {
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if (this.callbacks.has(cb)) {
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throw new Error();
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}
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this.callbacks.add(cb);
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return () => {
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if (!this.callbacks.has(cb)) {
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throw new Error();
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}
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this.callbacks.delete(cb);
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};
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}
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destroy() {
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this.elements = [];
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this.nonDeletedElements = [];
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this.nonDeletedFramesLikes = [];
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this.frames = [];
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this.elementsMap.clear();
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this.selectedElementsCache.selectedElementIds = null;
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this.selectedElementsCache.elements = null;
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this.selectedElementsCache.cache.clear();
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// done not for memory leaks, but to guard against possible late fires
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// (I guess?)
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this.callbacks.clear();
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}
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insertElementAtIndex(element: ExcalidrawElement, index: number) {
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if (!Number.isFinite(index) || index < 0) {
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throw new Error(
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"insertElementAtIndex can only be called with index >= 0",
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);
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}
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const nextElements = [
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...this.elements.slice(0, index),
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element,
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...this.elements.slice(index),
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];
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syncMovedIndices(nextElements, arrayToMap([element]));
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this.replaceAllElements(nextElements);
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}
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insertElementsAtIndex(elements: ExcalidrawElement[], index: number) {
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if (!elements.length) {
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return;
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}
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if (!Number.isFinite(index) || index < 0) {
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throw new Error(
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"insertElementAtIndex can only be called with index >= 0",
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);
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}
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const nextElements = [
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...this.elements.slice(0, index),
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...elements,
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...this.elements.slice(index),
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];
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syncMovedIndices(nextElements, arrayToMap(elements));
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this.replaceAllElements(nextElements);
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}
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insertElement = (element: ExcalidrawElement) => {
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const index = element.frameId
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? this.getElementIndex(element.frameId)
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: this.elements.length;
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this.insertElementAtIndex(element, index);
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};
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insertElements = (elements: ExcalidrawElement[]) => {
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if (!elements.length) {
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return;
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}
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const index = elements[0]?.frameId
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? this.getElementIndex(elements[0].frameId)
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: this.elements.length;
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this.insertElementsAtIndex(elements, index);
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};
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getElementIndex(elementId: string) {
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return this.elements.findIndex((element) => element.id === elementId);
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}
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getContainerElement = (
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element:
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| (ExcalidrawElement & {
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containerId: ExcalidrawElement["id"] | null;
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})
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| null,
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) => {
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if (!element) {
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return null;
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}
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if (element.containerId) {
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return this.getElement(element.containerId) || null;
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}
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return null;
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};
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getElementsFromId = (id: string): ExcalidrawElement[] => {
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const elementsMap = this.getNonDeletedElementsMap();
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// first check if the id is an element
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const el = elementsMap.get(id);
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if (el) {
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return [el];
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}
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// then, check if the id is a group
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return getElementsInGroup(elementsMap, id);
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};
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// Mutate an element with passed updates and trigger the component to update. Make sure you
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// are calling it either from a React event handler or within unstable_batchedUpdates().
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mutateElement<TElement extends Mutable<ExcalidrawElement>>(
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element: TElement,
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updates: ElementUpdate<TElement>,
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options: {
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informMutation: boolean;
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isDragging: boolean;
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} = {
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informMutation: true,
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isDragging: false,
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},
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) {
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const elementsMap = this.getNonDeletedElementsMap();
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const { version: prevVersion } = element;
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const { version: nextVersion } = mutateElement(
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element,
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elementsMap,
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updates,
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options,
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);
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if (
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// skip if the element is not in the scene (i.e. selection)
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this.elementsMap.has(element.id) &&
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// skip if the element's version hasn't changed, as mutateElement returned the same element
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prevVersion !== nextVersion &&
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options.informMutation
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) {
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this.triggerUpdate();
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}
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return element;
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}
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}
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export default Scene;
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