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fix: linear elements drifting away after multiple flips
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1 changed files with 29 additions and 1 deletions
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@ -7,7 +7,13 @@ import { AppState, PointerDownState } from "../types";
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import { updateBoundElements } from "../element/binding";
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import { updateBoundElements } from "../element/binding";
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import { arrayToMap } from "../utils";
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import { arrayToMap } from "../utils";
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import { KEYS } from "../keys";
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import { KEYS } from "../keys";
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import { getCommonBoundingBox } from "../element/bounds";
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import {
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getCommonBoundingBox,
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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 { type ExcalidrawLinearElement } from "../element/types";
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import { mutateElement } from "../element/mutateElement";
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const enableActionFlipHorizontal = (
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const enableActionFlipHorizontal = (
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elements: readonly ExcalidrawElement[],
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elements: readonly ExcalidrawElement[],
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@ -86,6 +92,15 @@ const flipElements = (
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): ExcalidrawElement[] => {
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): ExcalidrawElement[] => {
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const { minX, minY, maxX, maxY } = getCommonBoundingBox(elements);
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const { minX, minY, maxX, maxY } = getCommonBoundingBox(elements);
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const linearElements = elements
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.filter((element): element is ExcalidrawLinearElement =>
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isLinearElement(element),
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)
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.map((element) => {
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const origCoords = getElementPointsCoords(element, element.points);
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return [element, origCoords] as const;
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});
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resizeMultipleElements(
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resizeMultipleElements(
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{ originalElements: arrayToMap(elements) } as PointerDownState,
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{ originalElements: arrayToMap(elements) } as PointerDownState,
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elements,
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elements,
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@ -95,6 +110,19 @@ const flipElements = (
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flipDirection === "horizontal" ? minY : maxY,
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flipDirection === "horizontal" ? minY : maxY,
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);
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);
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linearElements.forEach(([element, origCoords]) => {
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const latestCoords = getElementPointsCoords(element, element.points);
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const coordsDiffX =
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origCoords[0] - latestCoords[0] + origCoords[2] - latestCoords[2];
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const coordsDiffY =
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origCoords[1] - latestCoords[1] + origCoords[3] - latestCoords[3];
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mutateElement(element, {
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x: element.x + coordsDiffX * 0.5,
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y: element.y + coordsDiffY * 0.5,
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});
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});
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elements.forEach((element) => updateBoundElements(element));
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elements.forEach((element) => updateBoundElements(element));
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return elements;
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return elements;
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