import paper from '@scratch/paper'; import {getSelectedRootItems} from './selection'; import {CROSSHAIR_SIZE, getBackgroundGuideLayer, getDragCrosshairLayer, getRaster} from './layer'; import {getHitBounds} from './bitmap'; // Vectors are imported and exported at SVG_ART_BOARD size. // Once they are imported however, both SVGs and bitmaps are on // canvases of ART_BOARD size. const SVG_ART_BOARD_WIDTH = 480; const SVG_ART_BOARD_HEIGHT = 360; const ART_BOARD_WIDTH = 480 * 2; const ART_BOARD_HEIGHT = 360 * 2; const PADDING_PERCENT = 25; // Padding as a percent of the max of width/height of the sprite const MIN_RATIO = .125; // Zoom in to at least 1/8 of the screen. This way you don't end up incredibly // zoomed in for tiny costumes. const clampViewBounds = () => { const {left, right, top, bottom} = paper.project.view.bounds; if (left < 0) { paper.project.view.scrollBy(new paper.Point(-left, 0)); } if (top < 0) { paper.project.view.scrollBy(new paper.Point(0, -top)); } if (bottom > ART_BOARD_HEIGHT) { paper.project.view.scrollBy(new paper.Point(0, ART_BOARD_HEIGHT - bottom)); } if (right > ART_BOARD_WIDTH) { paper.project.view.scrollBy(new paper.Point(ART_BOARD_WIDTH - right, 0)); } }; const _resizeCrosshair = () => { if (getDragCrosshairLayer() && getDragCrosshairLayer().dragCrosshair) { getDragCrosshairLayer().dragCrosshair.scale( CROSSHAIR_SIZE / getDragCrosshairLayer().dragCrosshair.bounds.width / paper.view.zoom); } if (getBackgroundGuideLayer() && getBackgroundGuideLayer().dragCrosshair) { getBackgroundGuideLayer().dragCrosshair.scale( CROSSHAIR_SIZE / getBackgroundGuideLayer().dragCrosshair.bounds.width / paper.view.zoom); } }; // Zoom keeping a project-space point fixed. // This article was helpful http://matthiasberth.com/tech/stable-zoom-and-pan-in-paperjs const zoomOnFixedPoint = (deltaZoom, fixedPoint) => { const view = paper.view; const preZoomCenter = view.center; const newZoom = Math.max(0.5, view.zoom + deltaZoom); const scaling = view.zoom / newZoom; const preZoomOffset = fixedPoint.subtract(preZoomCenter); const postZoomOffset = fixedPoint.subtract(preZoomOffset.multiply(scaling)) .subtract(preZoomCenter); view.zoom = newZoom; view.translate(postZoomOffset.multiply(-1)); clampViewBounds(); _resizeCrosshair(); }; // Zoom keeping the selection center (if any) fixed. const zoomOnSelection = deltaZoom => { let fixedPoint; const items = getSelectedRootItems(); if (items.length > 0) { let rect = null; for (const item of items) { if (rect) { rect = rect.unite(item.bounds); } else { rect = item.bounds; } } fixedPoint = rect.center; } else { fixedPoint = paper.project.view.center; } zoomOnFixedPoint(deltaZoom, fixedPoint); }; const resetZoom = () => { paper.project.view.zoom = .5; _resizeCrosshair(); clampViewBounds(); }; const pan = (dx, dy) => { paper.project.view.scrollBy(new paper.Point(dx, dy)); clampViewBounds(); }; const zoomToFit = isBitmap => { resetZoom(); let bounds; if (isBitmap) { bounds = getHitBounds(getRaster()); } else { bounds = paper.project.activeLayer.bounds; } if (bounds && bounds.width && bounds.height) { // Ratio of (sprite length plus padding on all sides) to art board length. let ratio = Math.max(bounds.width * (1 + (2 * PADDING_PERCENT / 100)) / ART_BOARD_WIDTH, bounds.height * (1 + (2 * PADDING_PERCENT / 100)) / ART_BOARD_HEIGHT); // Clamp ratio ratio = Math.max(Math.min(1, ratio), MIN_RATIO); if (ratio < 1) { paper.view.center = bounds.center; paper.view.zoom = paper.view.zoom / ratio; clampViewBounds(); } } }; export { ART_BOARD_HEIGHT, ART_BOARD_WIDTH, SVG_ART_BOARD_WIDTH, SVG_ART_BOARD_HEIGHT, clampViewBounds, pan, resetZoom, zoomOnSelection, zoomOnFixedPoint, zoomToFit };