Support multiple batch preview menus on canvas

Refactored batch preview management to allow multiple BatchPreviewManager instances per canvas. Updated positioning logic to use an initial spawn position, adjusted UI updates, and ensured batch preview menus move correctly with canvas panning. Removed single-instance references and updated related event handling.
This commit is contained in:
Dariusz L
2025-07-03 03:55:04 +02:00
parent f8eb91c4ad
commit e5060fd8c3
4 changed files with 56 additions and 19 deletions

View File

@@ -3,7 +3,7 @@ import {createModuleLogger} from "./utils/LoggerUtils.js";
const log = createModuleLogger('BatchPreviewManager');
export class BatchPreviewManager {
constructor(canvas) {
constructor(canvas, initialPosition = { x: 0, y: 0 }) {
this.canvas = canvas;
this.active = false;
this.layers = [];
@@ -13,8 +13,8 @@ export class BatchPreviewManager {
this.maskWasVisible = false;
// Position in canvas world coordinates
this.worldX = 0;
this.worldY = 0;
this.worldX = initialPosition.x;
this.worldY = initialPosition.y;
this.isDragging = false;
}
@@ -143,13 +143,6 @@ export class BatchPreviewManager {
this._createUI();
// Set initial position to be centered horizontally and just below the output area
const menuWidthInWorld = this.element.offsetWidth / this.canvas.viewport.zoom;
const paddingInWorld = 20 / this.canvas.viewport.zoom; // 20px padding in screen space
this.worldX = (this.canvas.width / 2) - (menuWidthInWorld / 2);
this.worldY = this.canvas.height + paddingInWorld;
// Auto-hide mask logic
this.maskWasVisible = this.canvas.maskTool.isOverlayVisible;
if (this.maskWasVisible) {
@@ -165,17 +158,32 @@ export class BatchPreviewManager {
log.info(`Showing batch preview for ${layers.length} layers.`);
this.layers = layers;
this.currentIndex = 0;
// Make the element visible BEFORE calculating its size
this.element.style.display = 'flex';
this.active = true;
// Now that it's visible, we can get its dimensions and adjust the position.
const menuWidthInWorld = this.element.offsetWidth / this.canvas.viewport.zoom;
const paddingInWorld = 20 / this.canvas.viewport.zoom;
this.worldX -= menuWidthInWorld / 2; // Center horizontally
this.worldY += paddingInWorld; // Add padding below the output area
this._update();
}
hide() {
log.info('Hiding batch preview.');
this.element.style.display = 'none';
if (this.element) {
this.element.remove();
}
this.active = false;
this.layers = [];
this.currentIndex = 0;
const index = this.canvas.batchPreviewManagers.indexOf(this);
if (index > -1) {
this.canvas.batchPreviewManagers.splice(index, 1);
}
// Restore mask visibility if it was hidden by this manager
if (this.maskWasVisible && !this.canvas.maskTool.isOverlayVisible) {

View File

@@ -167,7 +167,8 @@ export class Canvas {
this.canvasRenderer = new CanvasRenderer(this);
this.canvasIO = new CanvasIO(this);
this.imageReferenceManager = new ImageReferenceManager(this);
this.batchPreviewManager = new BatchPreviewManager(this);
this.batchPreviewManagers = [];
this.pendingBatchSpawnPosition = null;
log.debug('Canvas modules initialized successfully');
}
@@ -485,7 +486,12 @@ export class Canvas {
const handleExecutionStart = () => {
lastExecutionStartTime = Date.now();
log.debug(`Execution started, timestamp set to: ${lastExecutionStartTime}`);
// Store the spawn position for the next batch menu, relative to the output area
this.pendingBatchSpawnPosition = {
x: this.width / 2, // Horizontally centered on the output area
y: this.height // At the bottom of the output area
};
log.debug(`Execution started, pending spawn position set relative to output area at:`, this.pendingBatchSpawnPosition);
};
const handleExecutionSuccess = async () => {
@@ -494,7 +500,20 @@ export class Canvas {
const newLayers = await this.canvasIO.importLatestImages(lastExecutionStartTime);
if (newLayers && newLayers.length > 1) {
this.batchPreviewManager.show(newLayers);
if (!this.pendingBatchSpawnPosition) {
// Fallback in case execution_start didn't fire
this.pendingBatchSpawnPosition = {
x: this.width / 2,
y: this.height
};
log.warn("execution_start did not fire, using fallback spawn position.");
}
const newManager = new BatchPreviewManager(this, this.pendingBatchSpawnPosition);
this.batchPreviewManagers.push(newManager);
newManager.show(newLayers);
this.pendingBatchSpawnPosition = null; // Consume the position
}
}
};

View File

@@ -532,6 +532,14 @@ export class CanvasInteractions {
this.canvas.maskTool.updatePosition(-finalX, -finalY);
// Also move any active batch preview menus
if (this.canvas.batchPreviewManagers && this.canvas.batchPreviewManagers.length > 0) {
this.canvas.batchPreviewManagers.forEach(manager => {
manager.worldX -= finalX;
manager.worldY -= finalY;
});
}
this.canvas.viewport.x -= finalX;
this.canvas.viewport.y -= finalY;
}

View File

@@ -113,9 +113,11 @@ export class CanvasRenderer {
}
this.canvas.ctx.drawImage(this.canvas.offscreenCanvas, 0, 0);
// Update Batch Preview UI position
if (this.canvas.batchPreviewManager) {
this.canvas.batchPreviewManager.updateScreenPosition(this.canvas.viewport);
// Update Batch Preview UI positions
if (this.canvas.batchPreviewManagers && this.canvas.batchPreviewManagers.length > 0) {
this.canvas.batchPreviewManagers.forEach(manager => {
manager.updateScreenPosition(this.canvas.viewport);
});
}
}