canvas-website/src/hooks/usePinnedToView.ts

456 lines
18 KiB
TypeScript

import { useEffect, useRef } from 'react'
import { Editor, TLShapeId, getIndexAbove } from 'tldraw'
export interface PinnedViewOptions {
/**
* The position to pin the shape at.
* - 'current': Keep at current screen position (default)
* - 'top-center': Pin to top center of viewport
* - 'bottom-center': Pin to bottom center of viewport
* - 'center': Pin to center of viewport
*/
position?: 'current' | 'top-center' | 'bottom-center' | 'center'
/**
* Offset from the edge (for top-center, bottom-center positions)
*/
offsetY?: number
offsetX?: number
}
/**
* Hook to manage shapes pinned to the viewport.
* When a shape is pinned, it stays in the same screen position as the camera moves.
*/
export function usePinnedToView(
editor: Editor | null,
shapeId: string | undefined,
isPinned: boolean,
options: PinnedViewOptions = {}
) {
const { position = 'current', offsetY = 0, offsetX = 0 } = options
const pinnedScreenPositionRef = useRef<{ x: number; y: number } | null>(null)
const originalCoordinatesRef = useRef<{ x: number; y: number } | null>(null)
const originalSizeRef = useRef<{ w: number; h: number } | null>(null)
const originalZoomRef = useRef<number | null>(null)
const wasPinnedRef = useRef<boolean>(false)
const isUpdatingRef = useRef<boolean>(false)
const animationFrameRef = useRef<number | null>(null)
const lastCameraRef = useRef<{ x: number; y: number; z: number } | null>(null)
const pendingUpdateRef = useRef<{ x: number; y: number } | null>(null)
const lastUpdateTimeRef = useRef<number>(0)
const driftAnimationRef = useRef<number | null>(null)
useEffect(() => {
if (!editor || !shapeId) {
return
}
const shape = editor.getShape(shapeId as TLShapeId)
if (!shape) return
// If just became pinned (transition from false to true), capture the current screen position
if (isPinned && !wasPinnedRef.current) {
// Store the original coordinates - these will be restored when unpinned
originalCoordinatesRef.current = { x: shape.x, y: shape.y }
// Store the original size and zoom - needed to maintain constant visual size
const currentCamera = editor.getCamera()
originalSizeRef.current = {
w: (shape.props as any).w || 0,
h: (shape.props as any).h || 0
}
originalZoomRef.current = currentCamera.z
// Calculate screen position based on position option
let screenPoint: { x: number; y: number }
const viewport = editor.getViewportScreenBounds()
const shapeWidth = (shape.props as any).w || 0
const shapeHeight = (shape.props as any).h || 0
if (position === 'top-center') {
// Center horizontally at the top of the viewport
screenPoint = {
x: viewport.x + (viewport.w / 2) - (shapeWidth * currentCamera.z / 2) + offsetX,
y: viewport.y + offsetY,
}
} else if (position === 'bottom-center') {
// Center horizontally at the bottom of the viewport
screenPoint = {
x: viewport.x + (viewport.w / 2) - (shapeWidth * currentCamera.z / 2) + offsetX,
y: viewport.y + viewport.h - (shapeHeight * currentCamera.z) - offsetY,
}
} else if (position === 'center') {
// Center in the viewport
screenPoint = {
x: viewport.x + (viewport.w / 2) - (shapeWidth * currentCamera.z / 2) + offsetX,
y: viewport.y + (viewport.h / 2) - (shapeHeight * currentCamera.z / 2) + offsetY,
}
} else {
// Default: use current position
const pagePoint = { x: shape.x, y: shape.y }
screenPoint = editor.pageToScreen(pagePoint)
}
pinnedScreenPositionRef.current = { x: screenPoint.x, y: screenPoint.y }
lastCameraRef.current = { ...currentCamera }
// Bring the shape to the front using tldraw's proper index functions
try {
const allShapes = editor.getCurrentPageShapes()
// Find the highest index among all shapes
let highestIndex = shape.index
for (const s of allShapes) {
if (s.id !== shape.id && s.index > highestIndex) {
highestIndex = s.index
}
}
// Only update if we need to move higher
if (highestIndex > shape.index) {
const newIndex = getIndexAbove(highestIndex)
editor.updateShape({
id: shapeId as TLShapeId,
type: shape.type,
index: newIndex,
})
}
} catch (error) {
console.error('Error bringing pinned shape to front:', error)
}
}
// If just became unpinned, animate back to original coordinates
if (!isPinned && wasPinnedRef.current) {
// Cancel any ongoing pinned position updates
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current)
animationFrameRef.current = null
}
// Animate back to original coordinates and size with a calm drift
if (originalCoordinatesRef.current && originalSizeRef.current && originalZoomRef.current !== null) {
const currentShape = editor.getShape(shapeId as TLShapeId)
if (currentShape) {
const startX = currentShape.x
const startY = currentShape.y
const targetX = originalCoordinatesRef.current.x
const targetY = originalCoordinatesRef.current.y
// Return to the exact original size (not calculated based on current zoom)
const originalW = originalSizeRef.current.w
const originalH = originalSizeRef.current.h
// Use the original size directly
const targetW = originalW
const targetH = originalH
const currentW = (currentShape.props as any).w || originalW
const currentH = (currentShape.props as any).h || originalH
const startW = currentW
const startH = currentH
// Only animate if there's a meaningful distance to travel or size change
const distance = Math.sqrt(
Math.pow(targetX - startX, 2) + Math.pow(targetY - startY, 2)
)
const sizeChange = Math.abs(targetW - startW) > 0.1 || Math.abs(targetH - startH) > 0.1
if (distance > 1 || sizeChange) {
// Animation parameters
const duration = 600 // 600ms for a calm drift
const startTime = performance.now()
// Easing function: ease-out for a calm deceleration
const easeOutCubic = (t: number): number => {
return 1 - Math.pow(1 - t, 3)
}
const animateDrift = (currentTime: number) => {
const elapsed = currentTime - startTime
const progress = Math.min(elapsed / duration, 1) // Clamp to 0-1
const easedProgress = easeOutCubic(progress)
// Interpolate position
const currentX = startX + (targetX - startX) * easedProgress
const currentY = startY + (targetY - startY) * easedProgress
// Interpolate size
const currentW = startW + (targetW - startW) * easedProgress
const currentH = startH + (targetH - startH) * easedProgress
try {
editor.updateShape({
id: shapeId as TLShapeId,
type: currentShape.type,
x: currentX,
y: currentY,
props: {
...currentShape.props,
w: currentW,
h: currentH,
},
})
} catch (error) {
console.error('Error during drift animation:', error)
driftAnimationRef.current = null
return
}
// Continue animation if not complete
if (progress < 1) {
driftAnimationRef.current = requestAnimationFrame(animateDrift)
} else {
// Animation complete - ensure we're exactly at target
try {
editor.updateShape({
id: shapeId as TLShapeId,
type: currentShape.type,
x: targetX,
y: targetY,
props: {
...currentShape.props,
w: targetW,
h: targetH,
},
})
console.log(`📍 Drifted back to original coordinates: (${targetX}, ${targetY}) and size: (${targetW}, ${targetH})`)
} catch (error) {
console.error('Error setting final position/size:', error)
}
driftAnimationRef.current = null
}
}
// Start the animation
driftAnimationRef.current = requestAnimationFrame(animateDrift)
} else {
// Distance is too small, just set directly
try {
editor.updateShape({
id: shapeId as TLShapeId,
type: currentShape.type,
x: targetX,
y: targetY,
props: {
...currentShape.props,
w: targetW,
h: targetH,
},
})
} catch (error) {
console.error('Error restoring original coordinates/size:', error)
}
}
}
}
// Clear refs after a short delay to allow animation to start
setTimeout(() => {
pinnedScreenPositionRef.current = null
originalCoordinatesRef.current = null
originalSizeRef.current = null
originalZoomRef.current = null
lastCameraRef.current = null
pendingUpdateRef.current = null
}, 50)
}
wasPinnedRef.current = isPinned
if (!isPinned) {
return
}
// Use requestAnimationFrame for smooth, continuous updates
// Throttle updates to reduce jitter
const updatePinnedPosition = (timestamp: number) => {
if (isUpdatingRef.current) {
animationFrameRef.current = requestAnimationFrame(updatePinnedPosition)
return
}
if (!editor || !shapeId || !isPinned) {
return
}
const currentShape = editor.getShape(shapeId as TLShapeId)
if (!currentShape) {
animationFrameRef.current = requestAnimationFrame(updatePinnedPosition)
return
}
const currentCamera = editor.getCamera()
const lastCamera = lastCameraRef.current
// For preset positions (top-center, etc.), always recalculate based on viewport
// For 'current' position, use the stored screen position
let pinnedScreenPos: { x: number; y: number }
if (position !== 'current') {
const viewport = editor.getViewportScreenBounds()
const shapeWidth = (currentShape.props as any).w || 0
const shapeHeight = (currentShape.props as any).h || 0
if (position === 'top-center') {
pinnedScreenPos = {
x: viewport.x + (viewport.w / 2) - (shapeWidth * currentCamera.z / 2) + offsetX,
y: viewport.y + offsetY,
}
} else if (position === 'bottom-center') {
pinnedScreenPos = {
x: viewport.x + (viewport.w / 2) - (shapeWidth * currentCamera.z / 2) + offsetX,
y: viewport.y + viewport.h - (shapeHeight * currentCamera.z) - offsetY,
}
} else if (position === 'center') {
pinnedScreenPos = {
x: viewport.x + (viewport.w / 2) - (shapeWidth * currentCamera.z / 2) + offsetX,
y: viewport.y + (viewport.h / 2) - (shapeHeight * currentCamera.z / 2) + offsetY,
}
} else {
pinnedScreenPos = pinnedScreenPositionRef.current!
}
} else {
if (!pinnedScreenPositionRef.current) {
animationFrameRef.current = requestAnimationFrame(updatePinnedPosition)
return
}
pinnedScreenPos = pinnedScreenPositionRef.current
}
// Check if camera has changed significantly
const cameraChanged = !lastCamera || (
Math.abs(currentCamera.x - lastCamera.x) > 0.1 ||
Math.abs(currentCamera.y - lastCamera.y) > 0.1 ||
Math.abs(currentCamera.z - lastCamera.z) > 0.001
)
// For preset positions, always check for updates (viewport might have changed)
const shouldUpdate = cameraChanged || position !== 'current'
if (shouldUpdate) {
// Throttle updates to max 60fps (every ~16ms)
const timeSinceLastUpdate = timestamp - lastUpdateTimeRef.current
const minUpdateInterval = 16 // ~60fps
if (timeSinceLastUpdate >= minUpdateInterval) {
try {
// Convert the pinned screen position back to page coordinates
const newPagePoint = editor.screenToPage(pinnedScreenPos)
// Calculate delta
const deltaX = Math.abs(currentShape.x - newPagePoint.x)
const deltaY = Math.abs(currentShape.y - newPagePoint.y)
// Check if zoom changed - if so, adjust size to maintain constant visual size
const zoomChanged = lastCamera && Math.abs(currentCamera.z - lastCamera.z) > 0.001
let needsSizeUpdate = false
let newW = (currentShape.props as any).w
let newH = (currentShape.props as any).h
if (zoomChanged && originalSizeRef.current && originalZoomRef.current !== null) {
// Calculate the size needed to maintain constant visual size
// Visual size = page size * zoom
// To keep visual size constant: new_page_size = (original_page_size * original_zoom) / new_zoom
const originalW = originalSizeRef.current.w
const originalH = originalSizeRef.current.h
const originalZoom = originalZoomRef.current
const currentZoom = currentCamera.z
newW = (originalW * originalZoom) / currentZoom
newH = (originalH * originalZoom) / currentZoom
const currentW = (currentShape.props as any).w || originalW
const currentH = (currentShape.props as any).h || originalH
// Check if size needs updating
needsSizeUpdate = Math.abs(newW - currentW) > 0.1 || Math.abs(newH - currentH) > 0.1
}
// Only update if the position would actually change significantly or size needs updating
if (deltaX > 0.5 || deltaY > 0.5 || needsSizeUpdate) {
isUpdatingRef.current = true
// Batch the update using editor.batch for smoother updates
editor.batch(() => {
const updateData: any = {
id: shapeId,
type: currentShape.type,
x: newPagePoint.x,
y: newPagePoint.y,
}
// Only update size if it changed
if (needsSizeUpdate) {
updateData.props = {
...currentShape.props,
w: newW,
h: newH,
}
}
editor.updateShape(updateData)
})
lastUpdateTimeRef.current = timestamp
isUpdatingRef.current = false
}
lastCameraRef.current = { ...currentCamera }
} catch (error) {
console.error('Error updating pinned shape position/size:', error)
isUpdatingRef.current = false
}
}
}
// Continue monitoring
animationFrameRef.current = requestAnimationFrame(updatePinnedPosition)
}
// Start the animation loop
lastUpdateTimeRef.current = performance.now()
animationFrameRef.current = requestAnimationFrame(updatePinnedPosition)
// Also listen for shape changes (in case user drags the shape while pinned)
// This updates the pinned position to the new location
const handleShapeChange = (event: any) => {
if (isUpdatingRef.current) return // Don't update if we're programmatically moving it
if (!editor || !shapeId || !isPinned) return
// Only respond to changes that affect this specific shape
const changedShapes = event?.changedShapes || event?.shapes || []
const shapeChanged = changedShapes.some((s: any) => s?.id === (shapeId as TLShapeId))
if (!shapeChanged) return
const currentShape = editor.getShape(shapeId as TLShapeId)
if (!currentShape) return
// Update the pinned screen position to the shape's current screen position
const pagePoint = { x: currentShape.x, y: currentShape.y }
const screenPoint = editor.pageToScreen(pagePoint)
pinnedScreenPositionRef.current = { x: screenPoint.x, y: screenPoint.y }
lastCameraRef.current = { ...editor.getCamera() }
}
// Listen for shape updates (when user drags the shape)
editor.on('change' as any, handleShapeChange)
return () => {
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current)
animationFrameRef.current = null
}
if (driftAnimationRef.current) {
cancelAnimationFrame(driftAnimationRef.current)
driftAnimationRef.current = null
}
editor.off('change' as any, handleShapeChange)
}
}, [editor, shapeId, isPinned, position, offsetX, offsetY])
}