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success/packages/excalidraw/scene/Scene.ts

387 lines
12 KiB
TypeScript

import {
ExcalidrawElement,
NonDeletedExcalidrawElement,
NonDeleted,
ExcalidrawFrameLikeElement,
ElementsMapOrArray,
SceneElementsMap,
NonDeletedSceneElementsMap,
} from "../element/types";
import { isNonDeletedElement } from "../element";
import { LinearElementEditor } from "../element/linearElementEditor";
import { isFrameLikeElement } from "../element/typeChecks";
import { getSelectedElements } from "./selection";
import { AppState } from "../types";
import { Assert, SameType } from "../utility-types";
import { randomInteger } from "../random";
import { toBrandedType } from "../utils";
type ElementIdKey = InstanceType<typeof LinearElementEditor>["elementId"];
type ElementKey = ExcalidrawElement | ElementIdKey;
type SceneStateCallback = () => void;
type SceneStateCallbackRemover = () => void;
type SelectionHash = string & { __brand: "selectionHash" };
const getNonDeletedElements = <T extends ExcalidrawElement>(
allElements: readonly T[],
) => {
const elementsMap = new Map() as NonDeletedSceneElementsMap;
const elements: T[] = [];
for (const element of allElements) {
if (!element.isDeleted) {
elements.push(element as NonDeleted<T>);
elementsMap.set(element.id, element as NonDeletedExcalidrawElement);
}
}
return { elementsMap, elements };
};
const hashSelectionOpts = (
opts: Parameters<InstanceType<typeof Scene>["getSelectedElements"]>[0],
) => {
const keys = ["includeBoundTextElement", "includeElementsInFrames"] as const;
type HashableKeys = Omit<typeof opts, "selectedElementIds" | "elements">;
// just to ensure we're hashing all expected keys
// eslint-disable-next-line @typescript-eslint/no-unused-vars
type _ = Assert<
SameType<
Required<HashableKeys>,
Pick<Required<HashableKeys>, typeof keys[number]>
>
>;
let hash = "";
for (const key of keys) {
hash += `${key}:${opts[key] ? "1" : "0"}`;
}
return hash as SelectionHash;
};
// ideally this would be a branded type but it'd be insanely hard to work with
// in our codebase
export type ExcalidrawElementsIncludingDeleted = readonly ExcalidrawElement[];
const isIdKey = (elementKey: ElementKey): elementKey is ElementIdKey => {
if (typeof elementKey === "string") {
return true;
}
return false;
};
class Scene {
// ---------------------------------------------------------------------------
// static methods/props
// ---------------------------------------------------------------------------
private static sceneMapByElement = new WeakMap<ExcalidrawElement, Scene>();
private static sceneMapById = new Map<string, Scene>();
static mapElementToScene(
elementKey: ElementKey,
scene: Scene,
/**
* needed because of frame exporting hack.
* elementId:Scene mapping will be removed completely, soon.
*/
mapElementIds = true,
) {
if (isIdKey(elementKey)) {
if (!mapElementIds) {
return;
}
// for cases where we don't have access to the element object
// (e.g. restore serialized appState with id references)
this.sceneMapById.set(elementKey, scene);
} else {
this.sceneMapByElement.set(elementKey, scene);
if (!mapElementIds) {
// if mapping element objects, also cache the id string when later
// looking up by id alone
this.sceneMapById.set(elementKey.id, scene);
}
}
}
static getScene(elementKey: ElementKey): Scene | null {
if (isIdKey(elementKey)) {
return this.sceneMapById.get(elementKey) || null;
}
return this.sceneMapByElement.get(elementKey) || null;
}
// ---------------------------------------------------------------------------
// instance methods/props
// ---------------------------------------------------------------------------
private callbacks: Set<SceneStateCallback> = new Set();
private nonDeletedElements: readonly NonDeletedExcalidrawElement[] = [];
private nonDeletedElementsMap = toBrandedType<NonDeletedSceneElementsMap>(
new Map(),
);
private elements: readonly ExcalidrawElement[] = [];
private nonDeletedFramesLikes: readonly NonDeleted<ExcalidrawFrameLikeElement>[] =
[];
private frames: readonly ExcalidrawFrameLikeElement[] = [];
private elementsMap = toBrandedType<SceneElementsMap>(new Map());
private selectedElementsCache: {
selectedElementIds: AppState["selectedElementIds"] | null;
elements: readonly NonDeletedExcalidrawElement[] | null;
cache: Map<SelectionHash, NonDeletedExcalidrawElement[]>;
} = {
selectedElementIds: null,
elements: null,
cache: new Map(),
};
private versionNonce: number | undefined;
getElementsMapIncludingDeleted() {
return this.elementsMap;
}
getNonDeletedElementsMap() {
return this.nonDeletedElementsMap;
}
getElementsIncludingDeleted() {
return this.elements;
}
getNonDeletedElements(): readonly NonDeletedExcalidrawElement[] {
return this.nonDeletedElements;
}
getFramesIncludingDeleted() {
return this.frames;
}
getSelectedElements(opts: {
// NOTE can be ommitted by making Scene constructor require App instance
selectedElementIds: AppState["selectedElementIds"];
/**
* for specific cases where you need to use elements not from current
* scene state. This in effect will likely result in cache-miss, and
* the cache won't be updated in this case.
*/
elements?: ElementsMapOrArray;
// selection-related options
includeBoundTextElement?: boolean;
includeElementsInFrames?: boolean;
}): NonDeleted<ExcalidrawElement>[] {
const hash = hashSelectionOpts(opts);
const elements = opts?.elements || this.nonDeletedElements;
if (
this.selectedElementsCache.elements === elements &&
this.selectedElementsCache.selectedElementIds === opts.selectedElementIds
) {
const cached = this.selectedElementsCache.cache.get(hash);
if (cached) {
return cached;
}
} else if (opts?.elements == null) {
// if we're operating on latest scene elements and the cache is not
// storing the latest elements, clear the cache
this.selectedElementsCache.cache.clear();
}
const selectedElements = getSelectedElements(
elements,
{ selectedElementIds: opts.selectedElementIds },
opts,
);
// cache only if we're not using custom elements
if (opts?.elements == null) {
this.selectedElementsCache.selectedElementIds = opts.selectedElementIds;
this.selectedElementsCache.elements = this.nonDeletedElements;
this.selectedElementsCache.cache.set(hash, selectedElements);
}
return selectedElements;
}
getNonDeletedFramesLikes(): readonly NonDeleted<ExcalidrawFrameLikeElement>[] {
return this.nonDeletedFramesLikes;
}
getElement<T extends ExcalidrawElement>(id: T["id"]): T | null {
return (this.elementsMap.get(id) as T | undefined) || null;
}
getVersionNonce() {
return this.versionNonce;
}
getNonDeletedElement(
id: ExcalidrawElement["id"],
): NonDeleted<ExcalidrawElement> | null {
const element = this.getElement(id);
if (element && isNonDeletedElement(element)) {
return element;
}
return null;
}
/**
* A utility method to help with updating all scene elements, with the added
* performance optimization of not renewing the array if no change is made.
*
* Maps all current excalidraw elements, invoking the callback for each
* element. The callback should either return a new mapped element, or the
* original element if no changes are made. If no changes are made to any
* element, this results in a no-op. Otherwise, the newly mapped elements
* are set as the next scene's elements.
*
* @returns whether a change was made
*/
mapElements(
iteratee: (element: ExcalidrawElement) => ExcalidrawElement,
): boolean {
let didChange = false;
const newElements = this.elements.map((element) => {
const nextElement = iteratee(element);
if (nextElement !== element) {
didChange = true;
}
return nextElement;
});
if (didChange) {
this.replaceAllElements(newElements);
}
return didChange;
}
replaceAllElements(nextElements: ElementsMapOrArray, mapElementIds = true) {
this.elements =
// ts doesn't like `Array.isArray` of `instanceof Map`
nextElements instanceof Array
? nextElements
: Array.from(nextElements.values());
const nextFrameLikes: ExcalidrawFrameLikeElement[] = [];
this.elementsMap.clear();
this.elements.forEach((element) => {
if (isFrameLikeElement(element)) {
nextFrameLikes.push(element);
}
this.elementsMap.set(element.id, element);
Scene.mapElementToScene(element, this, mapElementIds);
});
const nonDeletedElements = getNonDeletedElements(this.elements);
this.nonDeletedElements = nonDeletedElements.elements;
this.nonDeletedElementsMap = nonDeletedElements.elementsMap;
this.frames = nextFrameLikes;
this.nonDeletedFramesLikes = getNonDeletedElements(this.frames).elements;
this.informMutation();
}
informMutation() {
this.versionNonce = randomInteger();
for (const callback of Array.from(this.callbacks)) {
callback();
}
}
addCallback(cb: SceneStateCallback): SceneStateCallbackRemover {
if (this.callbacks.has(cb)) {
throw new Error();
}
this.callbacks.add(cb);
return () => {
if (!this.callbacks.has(cb)) {
throw new Error();
}
this.callbacks.delete(cb);
};
}
destroy() {
this.nonDeletedElements = [];
this.elements = [];
this.nonDeletedFramesLikes = [];
this.frames = [];
this.elementsMap.clear();
this.selectedElementsCache.selectedElementIds = null;
this.selectedElementsCache.elements = null;
this.selectedElementsCache.cache.clear();
Scene.sceneMapById.forEach((scene, elementKey) => {
if (scene === this) {
Scene.sceneMapById.delete(elementKey);
}
});
// done not for memory leaks, but to guard against possible late fires
// (I guess?)
this.callbacks.clear();
}
insertElementAtIndex(element: ExcalidrawElement, index: number) {
if (!Number.isFinite(index) || index < 0) {
throw new Error(
"insertElementAtIndex can only be called with index >= 0",
);
}
const nextElements = [
...this.elements.slice(0, index),
element,
...this.elements.slice(index),
];
this.replaceAllElements(nextElements);
}
insertElementsAtIndex(elements: ExcalidrawElement[], index: number) {
if (!Number.isFinite(index) || index < 0) {
throw new Error(
"insertElementAtIndex can only be called with index >= 0",
);
}
const nextElements = [
...this.elements.slice(0, index),
...elements,
...this.elements.slice(index),
];
this.replaceAllElements(nextElements);
}
addNewElement = (element: ExcalidrawElement) => {
if (element.frameId) {
this.insertElementAtIndex(element, this.getElementIndex(element.frameId));
} else {
this.replaceAllElements([...this.elements, element]);
}
};
getElementIndex(elementId: string) {
return this.elements.findIndex((element) => element.id === elementId);
}
getContainerElement = (
element:
| (ExcalidrawElement & {
containerId: ExcalidrawElement["id"] | null;
})
| null,
) => {
if (!element) {
return null;
}
if (element.containerId) {
return this.getElement(element.containerId) || null;
}
return null;
};
}
export default Scene;