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synced 2025-05-03 10:00:07 -04:00
feat: add flipping for multiple elements (#5578)
* feat: add flipping when resizing multiple elements * fix: image elements not flipping its content * test: fix accidental resizing in grouping test * fix: angles not flipping vertically when resizing * feat: add flipping multiple elements with a command * revert: image elements not flipping its content This reverts commit cb989a6c66e62a02a8c04ce41f12507806c8d0a0. * fix: add special cases for flipping text & images * fix: a few corner cases for flipping * fix: remove angle flip * fix: bound text scaling when resizing * fix: linear elements drifting away after multiple flips * revert: fix linear elements drifting away after multiple flips This reverts commitbffc33dd3f
. * fix: linear elements unstable bounds * revert: linear elements unstable bounds This reverts commit22ae9b02c4
. * fix: hand-drawn lines shift after flipping * test: fix flipping tests * test: fix the number of context menu items * fix: incorrect scaling due to ignoring bound text when finding selection bounds * fix: bound text coordinates not being updated * fix: lines bound text rotation * fix: incorrect placement of bound lines on flip * remove redundant predicates in actionFlip * update test * refactor resizeElement with some renaming and comments * fix grouped bounded text elements not being flipped correctly * combine mutation for bounded text element * remove incorrect return * fix: linear elements bindings after flipping * revert: remove incorrect return This reverts commite6b205ca90
. * fix: minimum size for all elements in selection --------- Co-authored-by: Ryan Di <ryan.weihao.di@gmail.com>
This commit is contained in:
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75bea48b54
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7 changed files with 240 additions and 282 deletions
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@ -1,42 +1,17 @@
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import { register } from "./register";
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import { getSelectedElements } from "../scene";
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import { getNonDeletedElements } from "../element";
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import { mutateElement } from "../element/mutateElement";
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import { ExcalidrawElement, NonDeleted } from "../element/types";
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import { normalizeAngle, resizeSingleElement } from "../element/resizeElements";
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import { AppState } from "../types";
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import { getTransformHandles } from "../element/transformHandles";
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import { updateBoundElements } from "../element/binding";
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import { resizeMultipleElements } from "../element/resizeElements";
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import { AppState, PointerDownState } from "../types";
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import { arrayToMap } from "../utils";
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import {
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getElementAbsoluteCoords,
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getElementPointsCoords,
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} from "../element/bounds";
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import { isLinearElement } from "../element/typeChecks";
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import { LinearElementEditor } from "../element/linearElementEditor";
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import { CODES, KEYS } from "../keys";
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const enableActionFlipHorizontal = (
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elements: readonly ExcalidrawElement[],
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appState: AppState,
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) => {
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const eligibleElements = getSelectedElements(
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getNonDeletedElements(elements),
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appState,
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);
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return eligibleElements.length === 1 && eligibleElements[0].type !== "text";
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};
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const enableActionFlipVertical = (
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elements: readonly ExcalidrawElement[],
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appState: AppState,
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) => {
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const eligibleElements = getSelectedElements(
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getNonDeletedElements(elements),
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appState,
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);
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return eligibleElements.length === 1;
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};
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import { getCommonBoundingBox } from "../element/bounds";
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import {
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bindOrUnbindSelectedElements,
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isBindingEnabled,
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unbindLinearElements,
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} from "../element/binding";
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export const actionFlipHorizontal = register({
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name: "flipHorizontal",
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@ -50,8 +25,6 @@ export const actionFlipHorizontal = register({
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},
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keyTest: (event) => event.shiftKey && event.code === CODES.H,
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contextItemLabel: "labels.flipHorizontal",
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predicate: (elements, appState) =>
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enableActionFlipHorizontal(elements, appState),
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});
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export const actionFlipVertical = register({
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@ -67,8 +40,6 @@ export const actionFlipVertical = register({
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keyTest: (event) =>
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event.shiftKey && event.code === CODES.V && !event[KEYS.CTRL_OR_CMD],
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contextItemLabel: "labels.flipVertical",
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predicate: (elements, appState) =>
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enableActionFlipVertical(elements, appState),
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});
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const flipSelectedElements = (
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@ -81,11 +52,6 @@ const flipSelectedElements = (
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appState,
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);
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// remove once we allow for groups of elements to be flipped
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if (selectedElements.length > 1) {
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return elements;
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}
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const updatedElements = flipElements(
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selectedElements,
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appState,
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@ -104,144 +70,20 @@ const flipElements = (
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appState: AppState,
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flipDirection: "horizontal" | "vertical",
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): ExcalidrawElement[] => {
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elements.forEach((element) => {
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flipElement(element, appState);
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// If vertical flip, rotate an extra 180
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if (flipDirection === "vertical") {
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rotateElement(element, Math.PI);
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}
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});
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const { minX, minY, maxX, maxY } = getCommonBoundingBox(elements);
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resizeMultipleElements(
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{ originalElements: arrayToMap(elements) } as PointerDownState,
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elements,
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"nw",
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true,
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flipDirection === "horizontal" ? maxX : minX,
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flipDirection === "horizontal" ? minY : maxY,
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);
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(isBindingEnabled(appState)
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? bindOrUnbindSelectedElements
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: unbindLinearElements)(elements);
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return elements;
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};
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const flipElement = (
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element: NonDeleted<ExcalidrawElement>,
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appState: AppState,
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) => {
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const originalX = element.x;
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const originalY = element.y;
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const width = element.width;
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const height = element.height;
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const originalAngle = normalizeAngle(element.angle);
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// Rotate back to zero, if necessary
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mutateElement(element, {
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angle: normalizeAngle(0),
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});
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// Flip unrotated by pulling TransformHandle to opposite side
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const transformHandles = getTransformHandles(element, appState.zoom);
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let usingNWHandle = true;
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let nHandle = transformHandles.nw;
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if (!nHandle) {
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// Use ne handle instead
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usingNWHandle = false;
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nHandle = transformHandles.ne;
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if (!nHandle) {
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mutateElement(element, {
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angle: originalAngle,
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});
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return;
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}
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}
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let finalOffsetX = 0;
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if (isLinearElement(element) && element.points.length < 3) {
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finalOffsetX =
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element.points.reduce((max, point) => Math.max(max, point[0]), 0) * 2 -
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element.width;
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}
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let initialPointsCoords;
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if (isLinearElement(element)) {
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initialPointsCoords = getElementPointsCoords(element, element.points);
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}
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const initialElementAbsoluteCoords = getElementAbsoluteCoords(element);
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if (isLinearElement(element) && element.points.length < 3) {
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for (let index = 1; index < element.points.length; index++) {
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LinearElementEditor.movePoints(element, [
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{
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index,
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point: [-element.points[index][0], element.points[index][1]],
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},
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]);
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}
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LinearElementEditor.normalizePoints(element);
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} else {
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const elWidth = initialPointsCoords
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? initialPointsCoords[2] - initialPointsCoords[0]
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: initialElementAbsoluteCoords[2] - initialElementAbsoluteCoords[0];
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const startPoint = initialPointsCoords
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? [initialPointsCoords[0], initialPointsCoords[1]]
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: [initialElementAbsoluteCoords[0], initialElementAbsoluteCoords[1]];
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resizeSingleElement(
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new Map().set(element.id, element),
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false,
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element,
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usingNWHandle ? "nw" : "ne",
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true,
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usingNWHandle ? startPoint[0] + elWidth : startPoint[0] - elWidth,
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startPoint[1],
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);
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}
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// Rotate by (360 degrees - original angle)
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let angle = normalizeAngle(2 * Math.PI - originalAngle);
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if (angle < 0) {
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// check, probably unnecessary
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angle = normalizeAngle(angle + 2 * Math.PI);
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}
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mutateElement(element, {
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angle,
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});
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// Move back to original spot to appear "flipped in place"
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mutateElement(element, {
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x: originalX + finalOffsetX,
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y: originalY,
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width,
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height,
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});
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updateBoundElements(element);
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if (initialPointsCoords && isLinearElement(element)) {
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// Adjusting origin because when a beizer curve path exceeds min/max points it offsets the origin.
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// There's still room for improvement since when the line roughness is > 1
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// we still have a small offset of the origin when fliipping the element.
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const finalPointsCoords = getElementPointsCoords(element, element.points);
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const topLeftCoordsDiff = initialPointsCoords[0] - finalPointsCoords[0];
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const topRightCoordDiff = initialPointsCoords[2] - finalPointsCoords[2];
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const coordsDiff = topLeftCoordsDiff + topRightCoordDiff;
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mutateElement(element, {
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x: element.x + coordsDiff * 0.5,
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y: element.y,
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width,
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height,
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});
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}
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};
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const rotateElement = (element: ExcalidrawElement, rotationAngle: number) => {
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const originalX = element.x;
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const originalY = element.y;
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let angle = normalizeAngle(element.angle + rotationAngle);
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if (angle < 0) {
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// check, probably unnecessary
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angle = normalizeAngle(2 * Math.PI + angle);
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}
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mutateElement(element, {
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angle,
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});
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// Move back to original spot
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mutateElement(element, {
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x: originalX,
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y: originalY,
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});
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};
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