1. Removes the cursour over loupe, and fills the loupe center’s color correctly
2. Fixes a console error and loupe initialization issue
3. Increases the size of the swatches
Thanks @paulkaplan!
Turns out that the width/height paper sets on the canvas is tracked at scale to the width/height we set in the `pixelRatio` value, so use that to handle grabbing pixel color rather than a constant we set.
It works well to keep track of the previously active tool in redux, and reactivate that tool when the eye dropper is finished. This takes `eye-dropper` out of the mode tool reducer too, which is nice.
fixes lint and gui compatibility issues shown by @paulkaplan, and also does some cleanup to references and structure as requested by @fsih. Thanks to both of you for the reviews!
FYI – part of the canvas reference change made it so that the `PaintEditor` presentation component could become a classless declaration.
squish some things together a bit more, including in desktop mode (in order to fit the coming “rotation point” button). Also turn canvas into 480x360, as it is in the mocks
This is almost silly because the "keymirror" used to create Modes
actually ensures that the keys and the values of the object are the
same. So replace object.values with object.keys which has complete
browser support.
* issue/disabled-state:
comment out disabled mode tools for now
Change border on disabled undo/enabled redo
pass props to button from labeled button
Add undo/redo disabled states
Have the paint-editor container listen to `selectedItems`
Add bool to `disabled` prop type
Add disabled state for button
# Conflicts:
# src/containers/paint-editor.jsx
This solves the issue of buttons not updating their disabled/enabled state until being dragged by making sure that a re-render occurs whenever a new item is selected, checking again for state.