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feat: make constrained scroll working with split canvases
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commit
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2 changed files with 115 additions and 195 deletions
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@ -1,5 +1,4 @@
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import { AppState, ScrollConstraints } from "../types";
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import { easeToValuesRAF, isShallowEqual } from "../utils";
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import { getNormalizedZoom } from "./zoom";
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/**
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@ -274,162 +273,41 @@ const constrainScrollValues = ({
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maxScrollY,
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Math.max(scrollY, minScrollY),
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);
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return { constrainedScrollX, constrainedScrollY, constrainedZoom };
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return {
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scrollX: constrainedScrollX,
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scrollY: constrainedScrollY,
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zoom: constrainedZoom,
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};
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};
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/**
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* Animate the scroll values to the constrained area
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* Determines whether the current viewport is outside the constrained area defined in the AppState.
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*
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* @param state - The application state containing scroll, zoom, and constraint information.
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* @returns True if the viewport is outside the constrained area; otherwise undefined.
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*/
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const animateConstrainedScroll = ({
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state,
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constrainedScrollX,
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constrainedScrollY,
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opts,
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}: {
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state: AppState;
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constrainedScrollX: number;
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constrainedScrollY: number;
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opts?: {
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onStartCallback?: () => void;
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onEndCallback?: () => void;
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};
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}) => {
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const { scrollX, scrollY, scrollConstraints } = state;
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const { onStartCallback, onEndCallback } = opts || {};
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if (!scrollConstraints) {
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return null;
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export const isViewportOutsideOfConstrainedArea = (state: AppState) => {
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if (!state.scrollConstraints) {
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return;
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}
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easeToValuesRAF({
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fromValues: { scrollX, scrollY },
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toValues: {
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scrollX: constrainedScrollX,
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scrollY: constrainedScrollY,
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},
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onStep: ({ scrollX, scrollY }) => {
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// TODO: this.setState({ scrollX, scrollY });
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},
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onStart: () => {
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// TODO: this.setState({
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// scrollConstraints: { ...scrollConstraints, isAnimating: true },
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// });
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onStartCallback && onStartCallback();
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},
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onEnd: () => {
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// TODO: this.setState({
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// scrollConstraints: { ...scrollConstraints, isAnimating: false },
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// });
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onEndCallback && onEndCallback();
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},
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});
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};
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const isViewportOutsideOfConstrainedArea = ({
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scrollX,
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scrollY,
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width,
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height,
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scrollConstraints,
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}: {
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scrollX: AppState["scrollX"];
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scrollY: AppState["scrollY"];
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width: AppState["width"];
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height: AppState["height"];
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scrollConstraints: AppState["scrollConstraints"];
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}) => {
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if (!scrollConstraints) {
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return false;
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}
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const { scrollX, scrollY, width, height, scrollConstraints } = state;
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return (
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scrollX < scrollConstraints.x ||
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scrollX + width > scrollConstraints.x + scrollConstraints.width ||
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scrollX > scrollConstraints.x ||
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scrollX - width < scrollConstraints.x - scrollConstraints.width ||
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scrollY < scrollConstraints.y ||
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scrollY + height > scrollConstraints.y + scrollConstraints.height
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);
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};
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/**
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* Handles the state change based on the constrained scroll values.
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* Also handles the animation to the constrained area when the viewport is outside of constrained area.
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* @param constrainedScrollX - The constrained scroll value for the X axis.
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* @param constrainedScrollY - The constrained scroll value for the Y axis.
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* @returns The constrained state if the state has changed, when needs to be passed into render function, otherwise null.
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* Constrains the AppState scroll values within the defined scroll constraints.
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*
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* @param state - The original AppState with the current scroll position, dimensions, and constraints.
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* @returns A new AppState object with scroll values constrained as per the defined constraints.
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*/
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const handleConstrainedScrollStateChange = ({
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state,
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constrainedScrollX,
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constrainedScrollY,
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constrainedZoom,
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shouldAnimate,
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}: {
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constrainedScrollX: number;
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constrainedScrollY: number;
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constrainedZoom: AppState["zoom"];
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shouldAnimate?: boolean;
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state: AppState;
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}) => {
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const { scrollX, scrollY } = state;
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const isStateChanged =
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constrainedScrollX !== scrollX || constrainedScrollY !== scrollY;
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if (isStateChanged) {
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if (shouldAnimate) {
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animateConstrainedScroll({
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state,
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constrainedScrollX,
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constrainedScrollY,
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});
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return null;
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}
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const constrainedState = {
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scrollX: constrainedScrollX,
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scrollY: constrainedScrollY,
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zoom: constrainedZoom,
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};
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// TODO: this.setState(constrainedState);
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return constrainedState;
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}
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return null;
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};
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export const setScrollConstraints = (
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scrollConstraints: ScrollConstraints,
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state: AppState,
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onAnimteEndCallback?: () => void,
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) => {
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const { scrollX, scrollY, width, height, zoom, cursorButton } = state;
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const constrainedScrollValues = constrainScrollValues({
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...calculateConstraints({
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scrollConstraints,
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zoom,
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cursorButton,
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width,
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height,
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}),
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scrollX,
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scrollY,
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});
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animateConstrainedScroll({
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state,
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...constrainedScrollValues,
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opts: {
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onEndCallback: () => {
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onAnimteEndCallback && onAnimteEndCallback();
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},
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},
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});
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};
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let memoizedScrollConstraints: ReturnType<typeof calculateConstraints> | null =
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null;
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export const constrainScrollState = (state: AppState, prevState: AppState) => {
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export const constrainScrollState = (state: AppState): AppState => {
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if (!state.scrollConstraints || state.scrollConstraints.isAnimating) {
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return state;
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}
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@ -443,55 +321,28 @@ export const constrainScrollState = (state: AppState, prevState: AppState) => {
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cursorButton,
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} = state;
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const canUseMemoizedConstraints =
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isShallowEqual(scrollConstraints, prevState.scrollConstraints ?? {}) &&
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isShallowEqual(
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{ width, height, zoom: zoom.value, cursorButton },
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{
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width: prevState.width,
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height: prevState.height,
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zoom: prevState.zoom.value,
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cursorButton: prevState.cursorButton,
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} ?? {},
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);
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const calculatedConstraints =
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canUseMemoizedConstraints && !!memoizedScrollConstraints
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? memoizedScrollConstraints
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: calculateConstraints({
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scrollConstraints,
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width,
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height,
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zoom,
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cursorButton,
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});
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memoizedScrollConstraints = calculatedConstraints;
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const constrainedScrollValues = constrainScrollValues({
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...calculatedConstraints,
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const constrainedValues = constrainScrollValues({
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...calculateConstraints({
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scrollConstraints,
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width,
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height,
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zoom,
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cursorButton,
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}),
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scrollX,
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scrollY,
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});
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const viewportOutsideOfConstrainedArea = isViewportOutsideOfConstrainedArea({
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scrollX,
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scrollY,
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width,
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height,
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scrollConstraints,
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});
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const isStateChanged =
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constrainedValues.scrollX !== scrollX ||
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constrainedValues.scrollY !== scrollY;
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const shouldAnimate =
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viewportOutsideOfConstrainedArea &&
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state.cursorButton !== "down" &&
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prevState.cursorButton === "down" &&
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prevState.zoom.value === state.zoom.value &&
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!state.isLoading; // Do not animate when app is initialized but scene is empty - it would cause flickering
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if (isStateChanged) {
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return {
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...state,
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...constrainedValues,
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};
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}
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return handleConstrainedScrollStateChange({
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state,
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...constrainedScrollValues,
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shouldAnimate,
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});
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return state;
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};
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