Preserve batch generation area during canvas changes

Introduces a 'generationArea' context for batch image generation, ensuring that batch preview outlines and image placement remain accurate when the canvas is moved or resized. Updates related logic in Canvas, CanvasInteractions, CanvasLayers, and CanvasRenderer to track and render the correct area, and synchronizes context updates across user interactions.
This commit is contained in:
Dariusz L
2025-07-03 11:52:16 +02:00
parent e5060fd8c3
commit d40f68b8c6
6 changed files with 137 additions and 38 deletions

View File

@@ -149,12 +149,12 @@ export class CanvasLayers {
}
addLayerWithImage = withErrorHandling(async (image, layerProps = {}, addMode = 'default') => {
addLayerWithImage = withErrorHandling(async (image, layerProps = {}, addMode = 'default', targetArea = null) => {
if (!image) {
throw createValidationError("Image is required for layer creation");
}
log.debug("Adding layer with image:", image, "with mode:", addMode);
log.debug("Adding layer with image:", image, "with mode:", addMode, "targetArea:", targetArea);
const imageId = generateUUID();
await saveImage(imageId, image.src);
this.canvas.imageCache.set(imageId, image.src);
@@ -163,18 +163,21 @@ export class CanvasLayers {
let finalHeight = image.height;
let finalX, finalY;
// Use the targetArea if provided, otherwise default to the current canvas dimensions
const area = targetArea || { width: this.canvas.width, height: this.canvas.height, x: 0, y: 0 };
if (addMode === 'fit') {
const scale = Math.min(this.canvas.width / image.width, this.canvas.height / image.height);
const scale = Math.min(area.width / image.width, area.height / image.height);
finalWidth = image.width * scale;
finalHeight = image.height * scale;
finalX = (this.canvas.width - finalWidth) / 2;
finalY = (this.canvas.height - finalHeight) / 2;
finalX = area.x + (area.width - finalWidth) / 2;
finalY = area.y + (area.height - finalHeight) / 2;
} else if (addMode === 'mouse') {
finalX = this.canvas.lastMousePosition.x - finalWidth / 2;
finalY = this.canvas.lastMousePosition.y - finalHeight / 2;
} else { // 'center' or 'default'
finalX = (this.canvas.width - finalWidth) / 2;
finalY = (this.canvas.height - finalHeight) / 2;
finalX = area.x + (area.width - finalWidth) / 2;
finalY = area.y + (area.height - finalHeight) / 2;
}
const layer = {