5 Commits

Author SHA1 Message Date
Dariusz L
bf55d13f67 Update pyproject.toml 2025-08-08 17:14:05 +02:00
Dariusz L
de83a884c2 Switch mask preview from chunked to canvas rendering
Replaced chunked rendering approach with direct canvas drawing for mask preview, then applying to main canvas. Added "Mask Opacity" slider.
2025-08-08 17:13:44 +02:00
Dariusz L
dd2a81b6f2 add advanced brush cursor visualization
Implemented dynamic brush cursor with visual feedback for size (circle radius), strength (opacity), and hardness (solid/dashed border with gradient). Added overlay canvas system for smooth cursor updates without affecting main rendering performance.
2025-08-08 14:20:55 +02:00
Dariusz L
176b9d03ac unify modifier key handling in CanvasInteractions
Implemented centralized modifier state management with ModifierState interface and getModifierState() method. This eliminates inconsistencies between event-based and state-based modifier checking across mouse, wheel, and keyboard interactions.
2025-08-08 13:50:13 +02:00
Dariusz L
e4f44c10e8 resolve TypeScript errors and memory leaks
Fixed all TypeScript compilation errors by defining a dedicated TransformOrigin type and adding proper null checks. Implemented comprehensive event handler cleanup to prevent memory leaks and improved cross-platform support with Meta key handling for macOS users.
2025-08-08 13:15:21 +02:00
11 changed files with 1190 additions and 201 deletions

View File

@@ -61,6 +61,15 @@ export class Canvas {
});
this.offscreenCanvas = offscreenCanvas;
this.offscreenCtx = offscreenCtx;
// Create overlay canvas for brush cursor and other lightweight overlays
const { canvas: overlayCanvas, ctx: overlayCtx } = createCanvas(0, 0, '2d', {
alpha: true,
willReadFrequently: false
});
if (!overlayCtx)
throw new Error("Could not create overlay canvas context");
this.overlayCanvas = overlayCanvas;
this.overlayCtx = overlayCtx;
this.canvasContainer = null;
this.dataInitialized = false;
this.pendingDataCheck = null;

View File

@@ -3,16 +3,33 @@ import { snapToGrid, getSnapAdjustment } from "./utils/CommonUtils.js";
const log = createModuleLogger('CanvasInteractions');
export class CanvasInteractions {
constructor(canvas) {
// Bound event handlers to enable proper removeEventListener and avoid leaks
this.onMouseDown = (e) => this.handleMouseDown(e);
this.onMouseMove = (e) => this.handleMouseMove(e);
this.onMouseUp = (e) => this.handleMouseUp(e);
this.onMouseEnter = (e) => { this.canvas.isMouseOver = true; this.handleMouseEnter(e); };
this.onMouseLeave = (e) => { this.canvas.isMouseOver = false; this.handleMouseLeave(e); };
this.onWheel = (e) => this.handleWheel(e);
this.onKeyDown = (e) => this.handleKeyDown(e);
this.onKeyUp = (e) => this.handleKeyUp(e);
this.onDragOver = (e) => this.handleDragOver(e);
this.onDragEnter = (e) => this.handleDragEnter(e);
this.onDragLeave = (e) => this.handleDragLeave(e);
this.onDrop = (e) => { this.handleDrop(e); };
this.onContextMenu = (e) => this.handleContextMenu(e);
this.onBlur = () => this.handleBlur();
this.onPaste = (e) => this.handlePasteEvent(e);
this.canvas = canvas;
this.interaction = {
mode: 'none',
panStart: { x: 0, y: 0 },
dragStart: { x: 0, y: 0 },
transformOrigin: {},
transformOrigin: null,
resizeHandle: null,
resizeAnchor: { x: 0, y: 0 },
canvasResizeStart: { x: 0, y: 0 },
isCtrlPressed: false,
isMetaPressed: false,
isAltPressed: false,
isShiftPressed: false,
isSPressed: false,
@@ -32,18 +49,29 @@ export class CanvasInteractions {
view: this.canvas.getMouseViewCoordinates(e)
};
}
getModifierState(e) {
return {
ctrl: this.interaction.isCtrlPressed || e?.ctrlKey || false,
shift: this.interaction.isShiftPressed || e?.shiftKey || false,
alt: this.interaction.isAltPressed || e?.altKey || false,
meta: this.interaction.isMetaPressed || e?.metaKey || false,
};
}
preventEventDefaults(e) {
e.preventDefault();
e.stopPropagation();
}
performZoomOperation(worldCoords, zoomFactor) {
const rect = this.canvas.canvas.getBoundingClientRect();
const mouseBufferX = (worldCoords.x - this.canvas.viewport.x) * this.canvas.viewport.zoom;
const mouseBufferY = (worldCoords.y - this.canvas.viewport.y) * this.canvas.viewport.zoom;
const newZoom = Math.max(0.1, Math.min(10, this.canvas.viewport.zoom * zoomFactor));
this.canvas.viewport.zoom = newZoom;
this.canvas.viewport.x = worldCoords.x - (mouseBufferX / this.canvas.viewport.zoom);
this.canvas.viewport.y = worldCoords.y - (mouseBufferY / this.canvas.viewport.zoom);
// Update stroke overlay if mask tool is drawing during zoom
if (this.canvas.maskTool.isDrawing) {
this.canvas.maskTool.handleViewportChange();
}
this.canvas.onViewportChange?.();
}
renderAndSave(shouldSave = false) {
@@ -64,29 +92,39 @@ export class CanvasInteractions {
}
}
setupEventListeners() {
this.canvas.canvas.addEventListener('mousedown', this.handleMouseDown.bind(this));
this.canvas.canvas.addEventListener('mousemove', this.handleMouseMove.bind(this));
this.canvas.canvas.addEventListener('mouseup', this.handleMouseUp.bind(this));
this.canvas.canvas.addEventListener('mouseleave', this.handleMouseLeave.bind(this));
this.canvas.canvas.addEventListener('wheel', this.handleWheel.bind(this), { passive: false });
this.canvas.canvas.addEventListener('keydown', this.handleKeyDown.bind(this));
this.canvas.canvas.addEventListener('keyup', this.handleKeyUp.bind(this));
this.canvas.canvas.addEventListener('mousedown', this.onMouseDown);
this.canvas.canvas.addEventListener('mousemove', this.onMouseMove);
this.canvas.canvas.addEventListener('mouseup', this.onMouseUp);
this.canvas.canvas.addEventListener('wheel', this.onWheel, { passive: false });
this.canvas.canvas.addEventListener('keydown', this.onKeyDown);
this.canvas.canvas.addEventListener('keyup', this.onKeyUp);
// Add a blur event listener to the window to reset key states
window.addEventListener('blur', this.handleBlur.bind(this));
document.addEventListener('paste', this.handlePasteEvent.bind(this));
this.canvas.canvas.addEventListener('mouseenter', (e) => {
this.canvas.isMouseOver = true;
this.handleMouseEnter(e);
});
this.canvas.canvas.addEventListener('mouseleave', (e) => {
this.canvas.isMouseOver = false;
this.handleMouseLeave(e);
});
this.canvas.canvas.addEventListener('dragover', this.handleDragOver.bind(this));
this.canvas.canvas.addEventListener('dragenter', this.handleDragEnter.bind(this));
this.canvas.canvas.addEventListener('dragleave', this.handleDragLeave.bind(this));
this.canvas.canvas.addEventListener('drop', this.handleDrop.bind(this));
this.canvas.canvas.addEventListener('contextmenu', this.handleContextMenu.bind(this));
window.addEventListener('blur', this.onBlur);
document.addEventListener('paste', this.onPaste);
this.canvas.canvas.addEventListener('mouseenter', this.onMouseEnter);
this.canvas.canvas.addEventListener('mouseleave', this.onMouseLeave);
this.canvas.canvas.addEventListener('dragover', this.onDragOver);
this.canvas.canvas.addEventListener('dragenter', this.onDragEnter);
this.canvas.canvas.addEventListener('dragleave', this.onDragLeave);
this.canvas.canvas.addEventListener('drop', this.onDrop);
this.canvas.canvas.addEventListener('contextmenu', this.onContextMenu);
}
teardownEventListeners() {
this.canvas.canvas.removeEventListener('mousedown', this.onMouseDown);
this.canvas.canvas.removeEventListener('mousemove', this.onMouseMove);
this.canvas.canvas.removeEventListener('mouseup', this.onMouseUp);
this.canvas.canvas.removeEventListener('wheel', this.onWheel);
this.canvas.canvas.removeEventListener('keydown', this.onKeyDown);
this.canvas.canvas.removeEventListener('keyup', this.onKeyUp);
window.removeEventListener('blur', this.onBlur);
document.removeEventListener('paste', this.onPaste);
this.canvas.canvas.removeEventListener('mouseenter', this.onMouseEnter);
this.canvas.canvas.removeEventListener('mouseleave', this.onMouseLeave);
this.canvas.canvas.removeEventListener('dragover', this.onDragOver);
this.canvas.canvas.removeEventListener('dragenter', this.onDragEnter);
this.canvas.canvas.removeEventListener('dragleave', this.onDragLeave);
this.canvas.canvas.removeEventListener('drop', this.onDrop);
this.canvas.canvas.removeEventListener('contextmenu', this.onContextMenu);
}
/**
* Sprawdza czy punkt znajduje się w obszarze któregokolwiek z zaznaczonych layerów
@@ -124,9 +162,10 @@ export class CanvasInteractions {
handleMouseDown(e) {
this.canvas.canvas.focus();
const coords = this.getMouseCoordinates(e);
const mods = this.getModifierState(e);
if (this.interaction.mode === 'drawingMask') {
this.canvas.maskTool.handleMouseDown(coords.world, coords.view);
this.canvas.render();
// Don't render here - mask tool will handle its own drawing
return;
}
if (this.canvas.shapeTool.isActive) {
@@ -135,11 +174,11 @@ export class CanvasInteractions {
}
// --- Ostateczna, poprawna kolejność sprawdzania ---
// 1. Akcje globalne z modyfikatorami (mają najwyższy priorytet)
if (e.shiftKey && e.ctrlKey) {
if (mods.shift && mods.ctrl) {
this.startCanvasMove(coords.world);
return;
}
if (e.shiftKey) {
if (mods.shift) {
// Clear custom shape when starting canvas resize
if (this.canvas.outputAreaShape) {
// If auto-apply shape mask is enabled, remove the mask before clearing the shape
@@ -163,7 +202,7 @@ export class CanvasInteractions {
}
return;
}
if (e.button !== 0) { // Środkowy przycisk
if (e.button === 1) { // Środkowy przycisk
this.startPanning(e);
return;
}
@@ -179,7 +218,7 @@ export class CanvasInteractions {
return;
}
// 4. Domyślna akcja na tle (lewy przycisk bez modyfikatorów)
this.startPanningOrClearSelection(e);
this.startPanning(e, true); // clearSelection = true
}
handleMouseMove(e) {
const coords = this.getMouseCoordinates(e);
@@ -199,7 +238,7 @@ export class CanvasInteractions {
switch (this.interaction.mode) {
case 'drawingMask':
this.canvas.maskTool.handleMouseMove(coords.world, coords.view);
this.canvas.render();
// Don't render during mask drawing - it's handled by mask tool internally
break;
case 'panning':
this.panViewport(e);
@@ -221,6 +260,10 @@ export class CanvasInteractions {
break;
default:
this.updateCursor(coords.world);
// Update brush cursor on overlay if mask tool is active
if (this.canvas.maskTool.isActive) {
this.canvas.canvasRenderer.drawMaskBrushCursor(coords.world);
}
break;
}
// --- DYNAMICZNY PODGLĄD LINII CUSTOM SHAPE ---
@@ -232,6 +275,7 @@ export class CanvasInteractions {
const coords = this.getMouseCoordinates(e);
if (this.interaction.mode === 'drawingMask') {
this.canvas.maskTool.handleMouseUp(coords.view);
// Render only once after drawing is complete
this.canvas.render();
return;
}
@@ -315,8 +359,17 @@ export class CanvasInteractions {
this.performZoomOperation(coords.world, zoomFactor);
}
else {
// Layer transformation when layers are selected
this.handleLayerWheelTransformation(e);
// Check if mouse is over any selected layer
const isOverSelectedLayer = this.isPointInSelectedLayers(coords.world.x, coords.world.y);
if (isOverSelectedLayer) {
// Layer transformation when layers are selected and mouse is over selected layer
this.handleLayerWheelTransformation(e);
}
else {
// Zoom operation when mouse is not over selected layers
const zoomFactor = e.deltaY < 0 ? 1.1 : 1 / 1.1;
this.performZoomOperation(coords.world, zoomFactor);
}
}
this.canvas.render();
if (!this.canvas.maskTool.isActive) {
@@ -324,14 +377,15 @@ export class CanvasInteractions {
}
}
handleLayerWheelTransformation(e) {
const mods = this.getModifierState(e);
const rotationStep = 5 * (e.deltaY > 0 ? -1 : 1);
const direction = e.deltaY < 0 ? 1 : -1;
this.canvas.canvasSelection.selectedLayers.forEach((layer) => {
if (e.shiftKey) {
this.handleLayerRotation(layer, e.ctrlKey, direction, rotationStep);
if (mods.shift) {
this.handleLayerRotation(layer, mods.ctrl, direction, rotationStep);
}
else {
this.handleLayerScaling(layer, e.ctrlKey, e.deltaY);
this.handleLayerScaling(layer, mods.ctrl, e.deltaY);
}
});
}
@@ -376,7 +430,7 @@ export class CanvasInteractions {
}
}
calculateGridBasedScaling(oldHeight, deltaY) {
const gridSize = 64;
const gridSize = 64; // Grid size - could be made configurable in the future
const direction = deltaY > 0 ? -1 : 1;
let targetHeight;
if (direction > 0) {
@@ -401,6 +455,8 @@ export class CanvasInteractions {
handleKeyDown(e) {
if (e.key === 'Control')
this.interaction.isCtrlPressed = true;
if (e.key === 'Meta')
this.interaction.isMetaPressed = true;
if (e.key === 'Shift')
this.interaction.isShiftPressed = true;
if (e.key === 'Alt') {
@@ -418,11 +474,12 @@ export class CanvasInteractions {
return;
}
// Globalne skróty (Undo/Redo/Copy/Paste)
if (e.ctrlKey || e.metaKey) {
const mods = this.getModifierState(e);
if (mods.ctrl || mods.meta) {
let handled = true;
switch (e.key.toLowerCase()) {
case 'z':
if (e.shiftKey) {
if (mods.shift) {
this.canvas.redo();
}
else {
@@ -449,7 +506,7 @@ export class CanvasInteractions {
}
// Skróty kontekstowe (zależne od zaznaczenia)
if (this.canvas.canvasSelection.selectedLayers.length > 0) {
const step = e.shiftKey ? 10 : 1;
const step = mods.shift ? 10 : 1;
let needsRender = false;
// Używamy e.code dla spójności i niezależności od układu klawiatury
const movementKeys = ['ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown', 'BracketLeft', 'BracketRight'];
@@ -485,6 +542,8 @@ export class CanvasInteractions {
handleKeyUp(e) {
if (e.key === 'Control')
this.interaction.isCtrlPressed = false;
if (e.key === 'Meta')
this.interaction.isMetaPressed = false;
if (e.key === 'Shift')
this.interaction.isShiftPressed = false;
if (e.key === 'Alt')
@@ -504,6 +563,7 @@ export class CanvasInteractions {
handleBlur() {
log.debug('Window lost focus, resetting key states.');
this.interaction.isCtrlPressed = false;
this.interaction.isMetaPressed = false;
this.interaction.isAltPressed = false;
this.interaction.isShiftPressed = false;
this.interaction.isSPressed = false;
@@ -525,6 +585,11 @@ export class CanvasInteractions {
}
}
updateCursor(worldCoords) {
// If actively rotating, show grabbing cursor
if (this.interaction.mode === 'rotating') {
this.canvas.canvas.style.cursor = 'grabbing';
return;
}
const transformTarget = this.canvas.canvasLayers.getHandleAtPosition(worldCoords.x, worldCoords.y);
if (transformTarget) {
const handleName = transformTarget.handle;
@@ -572,7 +637,9 @@ export class CanvasInteractions {
}
prepareForDrag(layer, worldCoords) {
// Zaktualizuj zaznaczenie, ale nie zapisuj stanu
if (this.interaction.isCtrlPressed) {
// Support both Ctrl (Windows/Linux) and Cmd (macOS) for multi-selection
const mods = this.getModifierState();
if (mods.ctrl || mods.meta) {
const index = this.canvas.canvasSelection.selectedLayers.indexOf(layer);
if (index === -1) {
this.canvas.canvasSelection.updateSelection([...this.canvas.canvasSelection.selectedLayers, layer]);
@@ -590,10 +657,9 @@ export class CanvasInteractions {
this.interaction.mode = 'potential-drag';
this.interaction.dragStart = { ...worldCoords };
}
startPanningOrClearSelection(e) {
// Ta funkcja jest teraz wywoływana tylko gdy kliknięto na tło bez modyfikatorów.
// Domyślna akcja: wyczyść zaznaczenie i rozpocznij panoramowanie.
if (!this.interaction.isCtrlPressed) {
startPanning(e, clearSelection = true) {
// Unified panning method - can optionally clear selection
if (clearSelection && !this.interaction.isCtrlPressed) {
this.canvas.canvasSelection.updateSelection([]);
}
this.interaction.mode = 'panning';
@@ -642,19 +708,16 @@ export class CanvasInteractions {
this.canvas.render();
this.canvas.saveState();
}
startPanning(e) {
if (!this.interaction.isCtrlPressed) {
this.canvas.canvasSelection.updateSelection([]);
}
this.interaction.mode = 'panning';
this.interaction.panStart = { x: e.clientX, y: e.clientY };
}
panViewport(e) {
const dx = e.clientX - this.interaction.panStart.x;
const dy = e.clientY - this.interaction.panStart.y;
this.canvas.viewport.x -= dx / this.canvas.viewport.zoom;
this.canvas.viewport.y -= dy / this.canvas.viewport.zoom;
this.interaction.panStart = { x: e.clientX, y: e.clientY };
// Update stroke overlay if mask tool is drawing during pan
if (this.canvas.maskTool.isDrawing) {
this.canvas.maskTool.handleViewportChange();
}
this.canvas.render();
this.canvas.onViewportChange?.();
}
@@ -709,7 +772,7 @@ export class CanvasInteractions {
mouseY = Math.abs(mouseY - snapToGrid(mouseY)) < snapThreshold ? snapToGrid(mouseY) : mouseY;
}
const o = this.interaction.transformOrigin;
if (o.rotation === undefined || o.width === undefined || o.height === undefined || o.centerX === undefined || o.centerY === undefined)
if (!o)
return;
const handle = this.interaction.resizeHandle;
const anchor = this.interaction.resizeAnchor;
@@ -856,7 +919,7 @@ export class CanvasInteractions {
if (!layer)
return;
const o = this.interaction.transformOrigin;
if (o.rotation === undefined || o.centerX === undefined || o.centerY === undefined)
if (!o)
return;
const startAngle = Math.atan2(this.interaction.dragStart.y - o.centerY, this.interaction.dragStart.x - o.centerX);
const currentAngle = Math.atan2(worldCoords.y - o.centerY, worldCoords.x - o.centerX);

View File

@@ -7,6 +7,9 @@ export class CanvasRenderer {
this.lastRenderTime = 0;
this.renderInterval = 1000 / 60;
this.isDirty = false;
// Initialize overlay canvases
this.initOverlay();
this.initStrokeOverlay();
}
/**
* Helper function to draw text with background at world coordinates
@@ -102,10 +105,12 @@ export class CanvasRenderer {
if (maskImage && this.canvas.maskTool.isOverlayVisible) {
ctx.save();
if (this.canvas.maskTool.isActive) {
// In draw mask mode, use the previewOpacity value from the slider
ctx.globalCompositeOperation = 'source-over';
ctx.globalAlpha = 0.5;
ctx.globalAlpha = this.canvas.maskTool.previewOpacity;
}
else {
// When not in draw mask mode, show mask at full opacity
ctx.globalCompositeOperation = 'source-over';
ctx.globalAlpha = 1.0;
}
@@ -158,6 +163,11 @@ export class CanvasRenderer {
this.canvas.canvas.height = this.canvas.offscreenCanvas.height;
}
this.canvas.ctx.drawImage(this.canvas.offscreenCanvas, 0, 0);
// Ensure overlay canvases are in DOM and properly sized
this.addOverlayToDOM();
this.updateOverlaySize();
this.addStrokeOverlayToDOM();
this.updateStrokeOverlaySize();
// Update Batch Preview UI positions
if (this.canvas.batchPreviewManagers && this.canvas.batchPreviewManagers.length > 0) {
this.canvas.batchPreviewManagers.forEach((manager) => {
@@ -583,4 +593,243 @@ export class CanvasRenderer {
padding: 8
});
}
/**
* Initialize overlay canvas for lightweight overlays like brush cursor
*/
initOverlay() {
// Setup overlay canvas to match main canvas
this.updateOverlaySize();
// Position overlay canvas on top of main canvas
this.canvas.overlayCanvas.style.position = 'absolute';
this.canvas.overlayCanvas.style.left = '0px';
this.canvas.overlayCanvas.style.top = '0px';
this.canvas.overlayCanvas.style.pointerEvents = 'none';
this.canvas.overlayCanvas.style.zIndex = '20'; // Above other overlays
// Add overlay to DOM when main canvas is added
this.addOverlayToDOM();
log.debug('Overlay canvas initialized');
}
/**
* Add overlay canvas to DOM if main canvas has a parent
*/
addOverlayToDOM() {
if (this.canvas.canvas.parentElement && !this.canvas.overlayCanvas.parentElement) {
this.canvas.canvas.parentElement.appendChild(this.canvas.overlayCanvas);
log.debug('Overlay canvas added to DOM');
}
}
/**
* Update overlay canvas size to match main canvas
*/
updateOverlaySize() {
if (this.canvas.overlayCanvas.width !== this.canvas.canvas.clientWidth ||
this.canvas.overlayCanvas.height !== this.canvas.canvas.clientHeight) {
this.canvas.overlayCanvas.width = Math.max(1, this.canvas.canvas.clientWidth);
this.canvas.overlayCanvas.height = Math.max(1, this.canvas.canvas.clientHeight);
log.debug(`Overlay canvas resized to ${this.canvas.overlayCanvas.width}x${this.canvas.overlayCanvas.height}`);
}
}
/**
* Clear overlay canvas
*/
clearOverlay() {
this.canvas.overlayCtx.clearRect(0, 0, this.canvas.overlayCanvas.width, this.canvas.overlayCanvas.height);
}
/**
* Initialize a dedicated overlay for real-time mask stroke preview
*/
initStrokeOverlay() {
// Create canvas if not created yet
if (!this.strokeOverlayCanvas) {
this.strokeOverlayCanvas = document.createElement('canvas');
const ctx = this.strokeOverlayCanvas.getContext('2d');
if (!ctx) {
throw new Error('Failed to get 2D context for stroke overlay canvas');
}
this.strokeOverlayCtx = ctx;
}
// Size match main canvas
this.updateStrokeOverlaySize();
// Position above main canvas but below cursor overlay
this.strokeOverlayCanvas.style.position = 'absolute';
this.strokeOverlayCanvas.style.left = '1px';
this.strokeOverlayCanvas.style.top = '1px';
this.strokeOverlayCanvas.style.pointerEvents = 'none';
this.strokeOverlayCanvas.style.zIndex = '19'; // Below cursor overlay (20)
// Opacity is now controlled by MaskTool.previewOpacity
this.strokeOverlayCanvas.style.opacity = String(this.canvas.maskTool.previewOpacity || 0.5);
// Add to DOM
this.addStrokeOverlayToDOM();
log.debug('Stroke overlay canvas initialized');
}
/**
* Add stroke overlay canvas to DOM if needed
*/
addStrokeOverlayToDOM() {
if (this.canvas.canvas.parentElement && !this.strokeOverlayCanvas.parentElement) {
this.canvas.canvas.parentElement.appendChild(this.strokeOverlayCanvas);
log.debug('Stroke overlay canvas added to DOM');
}
}
/**
* Ensure stroke overlay size matches main canvas
*/
updateStrokeOverlaySize() {
const w = Math.max(1, this.canvas.canvas.clientWidth);
const h = Math.max(1, this.canvas.canvas.clientHeight);
if (this.strokeOverlayCanvas.width !== w || this.strokeOverlayCanvas.height !== h) {
this.strokeOverlayCanvas.width = w;
this.strokeOverlayCanvas.height = h;
log.debug(`Stroke overlay resized to ${w}x${h}`);
}
}
/**
* Clear the stroke overlay
*/
clearMaskStrokeOverlay() {
if (!this.strokeOverlayCtx)
return;
this.strokeOverlayCtx.clearRect(0, 0, this.strokeOverlayCanvas.width, this.strokeOverlayCanvas.height);
}
/**
* Draw a preview stroke segment onto the stroke overlay in screen space
* Uses line drawing with gradient to match MaskTool's drawLineOnChunk exactly
*/
drawMaskStrokeSegment(startWorld, endWorld) {
// Ensure overlay is present and sized
this.updateStrokeOverlaySize();
const zoom = this.canvas.viewport.zoom;
const toScreen = (p) => ({
x: (p.x - this.canvas.viewport.x) * zoom,
y: (p.y - this.canvas.viewport.y) * zoom
});
const startScreen = toScreen(startWorld);
const endScreen = toScreen(endWorld);
const brushRadius = (this.canvas.maskTool.brushSize / 2) * zoom;
const hardness = this.canvas.maskTool.brushHardness;
const strength = this.canvas.maskTool.brushStrength;
// If strength is 0, don't draw anything
if (strength <= 0) {
return;
}
this.strokeOverlayCtx.save();
// Draw line segment exactly as MaskTool does
this.strokeOverlayCtx.beginPath();
this.strokeOverlayCtx.moveTo(startScreen.x, startScreen.y);
this.strokeOverlayCtx.lineTo(endScreen.x, endScreen.y);
// Match the gradient setup from MaskTool's drawLineOnChunk
if (hardness === 1) {
this.strokeOverlayCtx.strokeStyle = `rgba(255, 255, 255, ${strength})`;
}
else {
const innerRadius = brushRadius * hardness;
const gradient = this.strokeOverlayCtx.createRadialGradient(endScreen.x, endScreen.y, innerRadius, endScreen.x, endScreen.y, brushRadius);
gradient.addColorStop(0, `rgba(255, 255, 255, ${strength})`);
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
this.strokeOverlayCtx.strokeStyle = gradient;
}
// Match line properties from MaskTool
this.strokeOverlayCtx.lineWidth = this.canvas.maskTool.brushSize * zoom;
this.strokeOverlayCtx.lineCap = 'round';
this.strokeOverlayCtx.lineJoin = 'round';
this.strokeOverlayCtx.globalCompositeOperation = 'source-over';
this.strokeOverlayCtx.stroke();
this.strokeOverlayCtx.restore();
}
/**
* Redraws the entire stroke overlay from world coordinates
* Used when viewport changes during drawing to maintain visual consistency
*/
redrawMaskStrokeOverlay(strokePoints) {
if (strokePoints.length < 2)
return;
// Clear the overlay first
this.clearMaskStrokeOverlay();
// Redraw all segments with current viewport
for (let i = 1; i < strokePoints.length; i++) {
this.drawMaskStrokeSegment(strokePoints[i - 1], strokePoints[i]);
}
}
/**
* Draw mask brush cursor on overlay canvas with visual feedback for size, strength and hardness
* @param worldPoint World coordinates of cursor
*/
drawMaskBrushCursor(worldPoint) {
if (!this.canvas.maskTool.isActive || !this.canvas.isMouseOver) {
this.clearOverlay();
return;
}
// Update overlay size if needed
this.updateOverlaySize();
// Clear previous cursor
this.clearOverlay();
// Convert world coordinates to screen coordinates
const screenX = (worldPoint.x - this.canvas.viewport.x) * this.canvas.viewport.zoom;
const screenY = (worldPoint.y - this.canvas.viewport.y) * this.canvas.viewport.zoom;
// Get brush properties
const brushRadius = (this.canvas.maskTool.brushSize / 2) * this.canvas.viewport.zoom;
const brushStrength = this.canvas.maskTool.brushStrength;
const brushHardness = this.canvas.maskTool.brushHardness;
// Save context state
this.canvas.overlayCtx.save();
// If strength is 0, just draw outline
if (brushStrength > 0) {
// Draw inner fill to visualize brush effect - matches actual brush rendering
const gradient = this.canvas.overlayCtx.createRadialGradient(screenX, screenY, 0, screenX, screenY, brushRadius);
// Preview alpha - subtle to not obscure content
const previewAlpha = brushStrength * 0.15; // Very subtle preview (max 15% opacity)
if (brushHardness === 1) {
// Hard brush - uniform fill within radius
gradient.addColorStop(0, `rgba(255, 255, 255, ${previewAlpha})`);
gradient.addColorStop(1, `rgba(255, 255, 255, ${previewAlpha})`);
}
else {
// Soft brush - gradient fade matching actual brush
gradient.addColorStop(0, `rgba(255, 255, 255, ${previewAlpha})`);
if (brushHardness > 0) {
gradient.addColorStop(brushHardness, `rgba(255, 255, 255, ${previewAlpha})`);
}
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
}
this.canvas.overlayCtx.beginPath();
this.canvas.overlayCtx.arc(screenX, screenY, brushRadius, 0, 2 * Math.PI);
this.canvas.overlayCtx.fillStyle = gradient;
this.canvas.overlayCtx.fill();
}
// Draw outer circle (SIZE indicator)
this.canvas.overlayCtx.beginPath();
this.canvas.overlayCtx.arc(screenX, screenY, brushRadius, 0, 2 * Math.PI);
// Stroke opacity based on strength (dimmer when strength is 0)
const strokeOpacity = brushStrength > 0 ? (0.4 + brushStrength * 0.4) : 0.3;
this.canvas.overlayCtx.strokeStyle = `rgba(255, 255, 255, ${strokeOpacity})`;
this.canvas.overlayCtx.lineWidth = 1.5;
// Visual feedback for hardness
if (brushHardness > 0.8) {
// Hard brush - solid line
this.canvas.overlayCtx.setLineDash([]);
}
else {
// Soft brush - dashed line
const dashLength = 2 + (1 - brushHardness) * 4;
this.canvas.overlayCtx.setLineDash([dashLength, dashLength]);
}
this.canvas.overlayCtx.stroke();
// Center dot for small brushes
if (brushRadius < 5) {
this.canvas.overlayCtx.beginPath();
this.canvas.overlayCtx.arc(screenX, screenY, 1, 0, 2 * Math.PI);
this.canvas.overlayCtx.fillStyle = `rgba(255, 255, 255, ${strokeOpacity})`;
this.canvas.overlayCtx.fill();
}
// Restore context state
this.canvas.overlayCtx.restore();
}
/**
* Update overlay position when viewport changes
*/
updateOverlayPosition() {
// Overlay canvas is positioned absolutely, so it doesn't need repositioning
// Just ensure it's the right size
this.updateOverlaySize();
}
}

View File

@@ -554,6 +554,25 @@ async function createCanvasWidget(node, widget, app) {
setTimeout(() => canvas.render(), 0);
}
}),
$el("div.painter-slider-container.mask-control", { style: { display: 'none' } }, [
$el("label", { for: "preview-opacity-slider", textContent: "Mask Opacity:" }),
$el("input", {
id: "preview-opacity-slider",
type: "range",
min: "0",
max: "1",
step: "0.05",
value: "0.5",
oninput: (e) => {
const value = e.target.value;
canvas.maskTool.setPreviewOpacity(parseFloat(value));
const valueEl = document.getElementById('preview-opacity-value');
if (valueEl)
valueEl.textContent = `${Math.round(parseFloat(value) * 100)}%`;
}
}),
$el("div.slider-value", { id: "preview-opacity-value" }, ["50%"])
]),
$el("div.painter-slider-container.mask-control", { style: { display: 'none' } }, [
$el("label", { for: "brush-size-slider", textContent: "Size:" }),
$el("input", {

View File

@@ -3,11 +3,15 @@ import { createCanvas } from "./utils/CommonUtils.js";
const log = createModuleLogger('Mask_tool');
export class MaskTool {
constructor(canvasInstance, callbacks = {}) {
// Track strokes during drawing for efficient overlay updates
this.currentStrokePoints = [];
this.ACTIVE_MASK_UPDATE_DELAY = 16; // ~60fps throttling
this.SHAPE_PREVIEW_THROTTLE_DELAY = 16; // ~60fps throttling for preview
this.canvasInstance = canvasInstance;
this.mainCanvas = canvasInstance.canvas;
this.onStateChange = callbacks.onStateChange || null;
// Initialize stroke tracking for overlay drawing
this.currentStrokePoints = [];
// Initialize chunked mask system
this.maskChunks = new Map();
this.chunkSize = 512;
@@ -28,8 +32,9 @@ export class MaskTool {
this.isOverlayVisible = true;
this.isActive = false;
this.brushSize = 20;
this.brushStrength = 0.5;
this.brushHardness = 0.5;
this._brushStrength = 0.5;
this._brushHardness = 0.5;
this._previewOpacity = 0.5; // Default 50% opacity for preview
this.isDrawing = false;
this.lastPosition = null;
const { canvas: previewCanvas, ctx: previewCtx } = createCanvas(1, 1, '2d', { willReadFrequently: true });
@@ -79,8 +84,27 @@ export class MaskTool {
this.canvasInstance.canvas.parentElement.appendChild(this.previewCanvas);
}
}
// Getters for brush properties
get brushStrength() {
return this._brushStrength;
}
get brushHardness() {
return this._brushHardness;
}
get previewOpacity() {
return this._previewOpacity;
}
setBrushHardness(hardness) {
this.brushHardness = Math.max(0, Math.min(1, hardness));
this._brushHardness = Math.max(0, Math.min(1, hardness));
}
setPreviewOpacity(opacity) {
this._previewOpacity = Math.max(0, Math.min(1, opacity));
// Update the stroke overlay canvas opacity when preview opacity changes
if (this.canvasInstance.canvasRenderer && this.canvasInstance.canvasRenderer.strokeOverlayCanvas) {
this.canvasInstance.canvasRenderer.strokeOverlayCanvas.style.opacity = String(this._previewOpacity);
}
// Trigger canvas render to update mask display opacity
this.canvasInstance.render();
}
initMaskCanvas() {
// Initialize chunked system
@@ -671,16 +695,17 @@ export class MaskTool {
this.brushSize = Math.max(1, size);
}
setBrushStrength(strength) {
this.brushStrength = Math.max(0, Math.min(1, strength));
this._brushStrength = Math.max(0, Math.min(1, strength));
}
handleMouseDown(worldCoords, viewCoords) {
if (!this.isActive)
return;
this.isDrawing = true;
this.lastPosition = worldCoords;
// Activate chunks around the drawing position for performance
this.updateActiveChunksForDrawing(worldCoords);
this.draw(worldCoords);
// Initialize stroke tracking for live preview
this.currentStrokePoints = [worldCoords];
// Clear any previous stroke overlay
this.canvasInstance.canvasRenderer.clearMaskStrokeOverlay();
this.clearPreview();
}
handleMouseMove(worldCoords, viewCoords) {
@@ -689,14 +714,69 @@ export class MaskTool {
}
if (!this.isActive || !this.isDrawing)
return;
// Dynamically update active chunks as user moves while drawing
this.updateActiveChunksForDrawing(worldCoords);
this.draw(worldCoords);
// Add point to stroke tracking
this.currentStrokePoints.push(worldCoords);
// Draw interpolated segments for smooth strokes without gaps
if (this.lastPosition) {
// Calculate distance between last and current position
const dx = worldCoords.x - this.lastPosition.x;
const dy = worldCoords.y - this.lastPosition.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// If distance is small, just draw a single segment
if (distance < this.brushSize / 4) {
this.canvasInstance.canvasRenderer.drawMaskStrokeSegment(this.lastPosition, worldCoords);
}
else {
// Interpolate points for smooth drawing without gaps
const interpolatedPoints = this.interpolatePoints(this.lastPosition, worldCoords, distance);
// Draw all interpolated segments
for (let i = 0; i < interpolatedPoints.length - 1; i++) {
this.canvasInstance.canvasRenderer.drawMaskStrokeSegment(interpolatedPoints[i], interpolatedPoints[i + 1]);
}
}
}
this.lastPosition = worldCoords;
}
/**
* Interpolates points between two positions to create smooth strokes without gaps
* Based on the BrushTool's approach for eliminating dotted lines during fast drawing
*/
interpolatePoints(start, end, distance) {
const points = [];
// Calculate number of interpolated points based on brush size
// More points = smoother line
const stepSize = Math.max(1, this.brushSize / 6); // Adjust divisor for smoothness
const numSteps = Math.ceil(distance / stepSize);
// Always include start point
points.push(start);
// Interpolate intermediate points
for (let i = 1; i < numSteps; i++) {
const t = i / numSteps;
points.push({
x: start.x + (end.x - start.x) * t,
y: start.y + (end.y - start.y) * t
});
}
// Always include end point
points.push(end);
return points;
}
/**
* Called when viewport changes during drawing to update stroke overlay
* This ensures the stroke preview scales correctly with zoom changes
*/
handleViewportChange() {
if (this.isDrawing && this.currentStrokePoints.length > 1) {
// Redraw the entire stroke overlay with new viewport settings
this.canvasInstance.canvasRenderer.redrawMaskStrokeOverlay(this.currentStrokePoints);
}
}
handleMouseLeave() {
this.previewVisible = false;
this.clearPreview();
// Clear overlay canvases when mouse leaves
this.canvasInstance.canvasRenderer.clearOverlay();
this.canvasInstance.canvasRenderer.clearMaskStrokeOverlay();
}
handleMouseEnter() {
this.previewVisible = true;
@@ -706,10 +786,15 @@ export class MaskTool {
return;
if (this.isDrawing) {
this.isDrawing = false;
// Commit the stroke from overlay to actual mask chunks
this.commitStrokeToChunks();
// Clear stroke overlay and reset state
this.canvasInstance.canvasRenderer.clearMaskStrokeOverlay();
this.currentStrokePoints = [];
this.lastPosition = null;
this.currentDrawingChunk = null;
// After drawing is complete, update active canvas to show all chunks
this.updateActiveMaskCanvas(true); // forceShowAll = true
this.updateActiveMaskCanvas(true); // Force full update
this.completeMaskOperation();
this.drawBrushPreview(viewCoords);
}
@@ -724,6 +809,38 @@ export class MaskTool {
// This prevents unnecessary recomposition during drawing
this.updateActiveCanvasIfNeeded(this.lastPosition, worldCoords);
}
/**
* Commits the current stroke from overlay to actual mask chunks
* This replays the entire stroke path with interpolation to ensure pixel-perfect accuracy
*/
commitStrokeToChunks() {
if (this.currentStrokePoints.length < 2) {
return; // Need at least 2 points for a stroke
}
log.debug(`Committing stroke with ${this.currentStrokePoints.length} points to chunks`);
// Replay the entire stroke path with interpolation for smooth, accurate lines
for (let i = 1; i < this.currentStrokePoints.length; i++) {
const startPoint = this.currentStrokePoints[i - 1];
const endPoint = this.currentStrokePoints[i];
// Calculate distance between points
const dx = endPoint.x - startPoint.x;
const dy = endPoint.y - startPoint.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < this.brushSize / 4) {
// Small distance - draw single segment
this.drawOnChunks(startPoint, endPoint);
}
else {
// Large distance - interpolate for smooth line without gaps
const interpolatedPoints = this.interpolatePoints(startPoint, endPoint, distance);
// Draw all interpolated segments
for (let j = 0; j < interpolatedPoints.length - 1; j++) {
this.drawOnChunks(interpolatedPoints[j], interpolatedPoints[j + 1]);
}
}
}
log.debug("Stroke committed to chunks successfully with interpolation");
}
/**
* Draws a line between two world coordinates on the appropriate chunks
*/
@@ -767,13 +884,13 @@ export class MaskTool {
chunk.ctx.moveTo(startLocal.x, startLocal.y);
chunk.ctx.lineTo(endLocal.x, endLocal.y);
const gradientRadius = this.brushSize / 2;
if (this.brushHardness === 1) {
chunk.ctx.strokeStyle = `rgba(255, 255, 255, ${this.brushStrength})`;
if (this._brushHardness === 1) {
chunk.ctx.strokeStyle = `rgba(255, 255, 255, ${this._brushStrength})`;
}
else {
const innerRadius = gradientRadius * this.brushHardness;
const innerRadius = gradientRadius * this._brushHardness;
const gradient = chunk.ctx.createRadialGradient(endLocal.x, endLocal.y, innerRadius, endLocal.x, endLocal.y, gradientRadius);
gradient.addColorStop(0, `rgba(255, 255, 255, ${this.brushStrength})`);
gradient.addColorStop(0, `rgba(255, 255, 255, ${this._brushStrength})`);
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
chunk.ctx.strokeStyle = gradient;
}
@@ -805,28 +922,17 @@ export class MaskTool {
return true; // For now, always draw - more precise intersection can be added later
}
/**
* Updates active canvas when drawing affects chunks with throttling to prevent lag
* During drawing, only updates the affected active chunks for performance
* Updates active canvas when drawing affects chunks
* Since we now use overlay during drawing, this is only called after drawing is complete
*/
updateActiveCanvasIfNeeded(startWorld, endWorld) {
// Calculate which chunks were affected by this drawing operation
const minX = Math.min(startWorld.x, endWorld.x) - this.brushSize;
const maxX = Math.max(startWorld.x, endWorld.x) + this.brushSize;
const minY = Math.min(startWorld.y, endWorld.y) - this.brushSize;
const maxY = Math.max(startWorld.y, endWorld.y) + this.brushSize;
const affectedChunkMinX = Math.floor(minX / this.chunkSize);
const affectedChunkMinY = Math.floor(minY / this.chunkSize);
const affectedChunkMaxX = Math.floor(maxX / this.chunkSize);
const affectedChunkMaxY = Math.floor(maxY / this.chunkSize);
// During drawing, only update affected chunks that are active for performance
if (this.isDrawing) {
// Use throttled partial update for active chunks only
this.scheduleThrottledActiveMaskUpdate(affectedChunkMinX, affectedChunkMinY, affectedChunkMaxX, affectedChunkMaxY);
}
else {
// This method is now simplified - we only update after drawing is complete
// The overlay handles all live preview, so we don't need complex chunk activation
if (!this.isDrawing) {
// Not drawing - do full update to show all chunks
this.updateActiveMaskCanvas(true);
}
// During drawing, we don't update chunks at all - overlay handles preview
}
/**
* Schedules a throttled update of the active mask canvas to prevent excessive redraws
@@ -903,18 +1009,12 @@ export class MaskTool {
}
drawBrushPreview(viewCoords) {
if (!this.previewVisible || this.isDrawing) {
this.clearPreview();
this.canvasInstance.canvasRenderer.clearOverlay();
return;
}
this.clearPreview();
const zoom = this.canvasInstance.viewport.zoom;
const radius = (this.brushSize / 2) * zoom;
this.previewCtx.beginPath();
this.previewCtx.arc(viewCoords.x, viewCoords.y, radius, 0, 2 * Math.PI);
this.previewCtx.strokeStyle = 'rgba(255, 255, 255, 0.8)';
this.previewCtx.lineWidth = 1;
this.previewCtx.setLineDash([2, 4]);
this.previewCtx.stroke();
// Use overlay canvas instead of preview canvas for brush cursor
const worldCoords = this.canvasInstance.lastMousePosition;
this.canvasInstance.canvasRenderer.drawMaskBrushCursor(worldCoords);
}
clearPreview() {
this.previewCtx.clearRect(0, 0, this.previewCanvas.width, this.previewCanvas.height);

View File

@@ -1,7 +1,7 @@
[project]
name = "layerforge"
description = "Photoshop-like layered canvas editor to your ComfyUI workflow. This node is perfect for complex compositing, inpainting, and outpainting, featuring multi-layer support, masking, blend modes, and precise transformations. Includes optional AI-powered background removal for streamlined image editing."
version = "1.5.4"
version = "1.5.5"
license = { text = "MIT License" }
dependencies = ["torch", "torchvision", "transformers", "aiohttp", "numpy", "tqdm", "Pillow"]

View File

@@ -84,6 +84,8 @@ export class Canvas {
node: ComfyNode;
offscreenCanvas: HTMLCanvasElement;
offscreenCtx: CanvasRenderingContext2D | null;
overlayCanvas: HTMLCanvasElement;
overlayCtx: CanvasRenderingContext2D;
onHistoryChange: ((historyInfo: { canUndo: boolean; canRedo: boolean; }) => void) | undefined;
onViewportChange: (() => void) | null;
onStateChange: (() => void) | undefined;
@@ -122,6 +124,16 @@ export class Canvas {
});
this.offscreenCanvas = offscreenCanvas;
this.offscreenCtx = offscreenCtx;
// Create overlay canvas for brush cursor and other lightweight overlays
const { canvas: overlayCanvas, ctx: overlayCtx } = createCanvas(0, 0, '2d', {
alpha: true,
willReadFrequently: false
});
if (!overlayCtx) throw new Error("Could not create overlay canvas context");
this.overlayCanvas = overlayCanvas;
this.overlayCtx = overlayCtx;
this.canvasContainer = null;
this.dataInitialized = false;

View File

@@ -10,15 +10,36 @@ interface MouseCoordinates {
view: Point;
}
interface ModifierState {
ctrl: boolean;
shift: boolean;
alt: boolean;
meta: boolean;
}
interface TransformOrigin {
x: number;
y: number;
width: number;
height: number;
rotation: number;
centerX: number;
centerY: number;
originalWidth?: number;
originalHeight?: number;
cropBounds?: { x: number; y: number; width: number; height: number };
}
interface InteractionState {
mode: 'none' | 'panning' | 'dragging' | 'resizing' | 'rotating' | 'drawingMask' | 'resizingCanvas' | 'movingCanvas' | 'potential-drag' | 'drawingShape';
panStart: Point;
dragStart: Point;
transformOrigin: Partial<Layer> & { centerX?: number, centerY?: number };
transformOrigin: TransformOrigin | null;
resizeHandle: string | null;
resizeAnchor: Point;
canvasResizeStart: Point;
isCtrlPressed: boolean;
isMetaPressed: boolean;
isAltPressed: boolean;
isShiftPressed: boolean;
isSPressed: boolean;
@@ -35,17 +56,35 @@ export class CanvasInteractions {
public interaction: InteractionState;
private originalLayerPositions: Map<Layer, Point>;
// Bound event handlers to enable proper removeEventListener and avoid leaks
private onMouseDown = (e: MouseEvent) => this.handleMouseDown(e);
private onMouseMove = (e: MouseEvent) => this.handleMouseMove(e);
private onMouseUp = (e: MouseEvent) => this.handleMouseUp(e);
private onMouseEnter = (e: MouseEvent) => { this.canvas.isMouseOver = true; this.handleMouseEnter(e); };
private onMouseLeave = (e: MouseEvent) => { this.canvas.isMouseOver = false; this.handleMouseLeave(e); };
private onWheel = (e: WheelEvent) => this.handleWheel(e);
private onKeyDown = (e: KeyboardEvent) => this.handleKeyDown(e);
private onKeyUp = (e: KeyboardEvent) => this.handleKeyUp(e);
private onDragOver = (e: DragEvent) => this.handleDragOver(e);
private onDragEnter = (e: DragEvent) => this.handleDragEnter(e);
private onDragLeave = (e: DragEvent) => this.handleDragLeave(e);
private onDrop = (e: DragEvent) => { this.handleDrop(e); };
private onContextMenu = (e: MouseEvent) => this.handleContextMenu(e);
private onBlur = () => this.handleBlur();
private onPaste = (e: ClipboardEvent) => this.handlePasteEvent(e);
constructor(canvas: Canvas) {
this.canvas = canvas;
this.interaction = {
mode: 'none',
panStart: { x: 0, y: 0 },
dragStart: { x: 0, y: 0 },
transformOrigin: {},
transformOrigin: null,
resizeHandle: null,
resizeAnchor: { x: 0, y: 0 },
canvasResizeStart: { x: 0, y: 0 },
isCtrlPressed: false,
isMetaPressed: false,
isAltPressed: false,
isShiftPressed: false,
isSPressed: false,
@@ -68,13 +107,21 @@ export class CanvasInteractions {
};
}
private getModifierState(e?: MouseEvent | WheelEvent | KeyboardEvent): ModifierState {
return {
ctrl: this.interaction.isCtrlPressed || (e as any)?.ctrlKey || false,
shift: this.interaction.isShiftPressed || (e as any)?.shiftKey || false,
alt: this.interaction.isAltPressed || (e as any)?.altKey || false,
meta: this.interaction.isMetaPressed || (e as any)?.metaKey || false,
};
}
private preventEventDefaults(e: Event): void {
e.preventDefault();
e.stopPropagation();
}
private performZoomOperation(worldCoords: Point, zoomFactor: number): void {
const rect = this.canvas.canvas.getBoundingClientRect();
const mouseBufferX = (worldCoords.x - this.canvas.viewport.x) * this.canvas.viewport.zoom;
const mouseBufferY = (worldCoords.y - this.canvas.viewport.y) * this.canvas.viewport.zoom;
@@ -84,6 +131,11 @@ export class CanvasInteractions {
this.canvas.viewport.x = worldCoords.x - (mouseBufferX / this.canvas.viewport.zoom);
this.canvas.viewport.y = worldCoords.y - (mouseBufferY / this.canvas.viewport.zoom);
// Update stroke overlay if mask tool is drawing during zoom
if (this.canvas.maskTool.isDrawing) {
this.canvas.maskTool.handleViewportChange();
}
this.canvas.onViewportChange?.();
}
@@ -106,34 +158,49 @@ export class CanvasInteractions {
}
setupEventListeners(): void {
this.canvas.canvas.addEventListener('mousedown', this.handleMouseDown.bind(this) as EventListener);
this.canvas.canvas.addEventListener('mousemove', this.handleMouseMove.bind(this) as EventListener);
this.canvas.canvas.addEventListener('mouseup', this.handleMouseUp.bind(this) as EventListener);
this.canvas.canvas.addEventListener('mouseleave', this.handleMouseLeave.bind(this) as EventListener);
this.canvas.canvas.addEventListener('wheel', this.handleWheel.bind(this) as EventListener, { passive: false });
this.canvas.canvas.addEventListener('keydown', this.handleKeyDown.bind(this) as EventListener);
this.canvas.canvas.addEventListener('keyup', this.handleKeyUp.bind(this) as EventListener);
this.canvas.canvas.addEventListener('mousedown', this.onMouseDown as EventListener);
this.canvas.canvas.addEventListener('mousemove', this.onMouseMove as EventListener);
this.canvas.canvas.addEventListener('mouseup', this.onMouseUp as EventListener);
this.canvas.canvas.addEventListener('wheel', this.onWheel as EventListener, { passive: false });
this.canvas.canvas.addEventListener('keydown', this.onKeyDown as EventListener);
this.canvas.canvas.addEventListener('keyup', this.onKeyUp as EventListener);
// Add a blur event listener to the window to reset key states
window.addEventListener('blur', this.handleBlur.bind(this));
window.addEventListener('blur', this.onBlur);
document.addEventListener('paste', this.handlePasteEvent.bind(this));
document.addEventListener('paste', this.onPaste as unknown as EventListener);
this.canvas.canvas.addEventListener('mouseenter', (e: MouseEvent) => {
this.canvas.isMouseOver = true;
this.handleMouseEnter(e);
});
this.canvas.canvas.addEventListener('mouseleave', (e: MouseEvent) => {
this.canvas.isMouseOver = false;
this.handleMouseLeave(e);
});
this.canvas.canvas.addEventListener('mouseenter', this.onMouseEnter as EventListener);
this.canvas.canvas.addEventListener('mouseleave', this.onMouseLeave as EventListener);
this.canvas.canvas.addEventListener('dragover', this.handleDragOver.bind(this) as EventListener);
this.canvas.canvas.addEventListener('dragenter', this.handleDragEnter.bind(this) as EventListener);
this.canvas.canvas.addEventListener('dragleave', this.handleDragLeave.bind(this) as EventListener);
this.canvas.canvas.addEventListener('drop', this.handleDrop.bind(this) as unknown as EventListener);
this.canvas.canvas.addEventListener('dragover', this.onDragOver as EventListener);
this.canvas.canvas.addEventListener('dragenter', this.onDragEnter as EventListener);
this.canvas.canvas.addEventListener('dragleave', this.onDragLeave as EventListener);
this.canvas.canvas.addEventListener('drop', this.onDrop as unknown as EventListener);
this.canvas.canvas.addEventListener('contextmenu', this.handleContextMenu.bind(this) as EventListener);
this.canvas.canvas.addEventListener('contextmenu', this.onContextMenu as EventListener);
}
teardownEventListeners(): void {
this.canvas.canvas.removeEventListener('mousedown', this.onMouseDown as EventListener);
this.canvas.canvas.removeEventListener('mousemove', this.onMouseMove as EventListener);
this.canvas.canvas.removeEventListener('mouseup', this.onMouseUp as EventListener);
this.canvas.canvas.removeEventListener('wheel', this.onWheel as EventListener);
this.canvas.canvas.removeEventListener('keydown', this.onKeyDown as EventListener);
this.canvas.canvas.removeEventListener('keyup', this.onKeyUp as EventListener);
window.removeEventListener('blur', this.onBlur);
document.removeEventListener('paste', this.onPaste as unknown as EventListener);
this.canvas.canvas.removeEventListener('mouseenter', this.onMouseEnter as EventListener);
this.canvas.canvas.removeEventListener('mouseleave', this.onMouseLeave as EventListener);
this.canvas.canvas.removeEventListener('dragover', this.onDragOver as EventListener);
this.canvas.canvas.removeEventListener('dragenter', this.onDragEnter as EventListener);
this.canvas.canvas.removeEventListener('dragleave', this.onDragLeave as EventListener);
this.canvas.canvas.removeEventListener('drop', this.onDrop as unknown as EventListener);
this.canvas.canvas.removeEventListener('contextmenu', this.onContextMenu as EventListener);
}
/**
@@ -177,10 +244,11 @@ export class CanvasInteractions {
handleMouseDown(e: MouseEvent): void {
this.canvas.canvas.focus();
const coords = this.getMouseCoordinates(e);
const mods = this.getModifierState(e);
if (this.interaction.mode === 'drawingMask') {
this.canvas.maskTool.handleMouseDown(coords.world, coords.view);
this.canvas.render();
// Don't render here - mask tool will handle its own drawing
return;
}
@@ -192,11 +260,11 @@ export class CanvasInteractions {
// --- Ostateczna, poprawna kolejność sprawdzania ---
// 1. Akcje globalne z modyfikatorami (mają najwyższy priorytet)
if (e.shiftKey && e.ctrlKey) {
if (mods.shift && mods.ctrl) {
this.startCanvasMove(coords.world);
return;
}
if (e.shiftKey) {
if (mods.shift) {
// Clear custom shape when starting canvas resize
if (this.canvas.outputAreaShape) {
// If auto-apply shape mask is enabled, remove the mask before clearing the shape
@@ -222,7 +290,7 @@ export class CanvasInteractions {
}
return;
}
if (e.button !== 0) { // Środkowy przycisk
if (e.button === 1) { // Środkowy przycisk
this.startPanning(e);
return;
}
@@ -241,7 +309,7 @@ export class CanvasInteractions {
}
// 4. Domyślna akcja na tle (lewy przycisk bez modyfikatorów)
this.startPanningOrClearSelection(e);
this.startPanning(e, true); // clearSelection = true
}
handleMouseMove(e: MouseEvent): void {
@@ -264,7 +332,7 @@ export class CanvasInteractions {
switch (this.interaction.mode) {
case 'drawingMask':
this.canvas.maskTool.handleMouseMove(coords.world, coords.view);
this.canvas.render();
// Don't render during mask drawing - it's handled by mask tool internally
break;
case 'panning':
this.panViewport(e);
@@ -286,6 +354,10 @@ export class CanvasInteractions {
break;
default:
this.updateCursor(coords.world);
// Update brush cursor on overlay if mask tool is active
if (this.canvas.maskTool.isActive) {
this.canvas.canvasRenderer.drawMaskBrushCursor(coords.world);
}
break;
}
@@ -300,6 +372,7 @@ export class CanvasInteractions {
if (this.interaction.mode === 'drawingMask') {
this.canvas.maskTool.handleMouseUp(coords.view);
// Render only once after drawing is complete
this.canvas.render();
return;
}
@@ -397,8 +470,17 @@ export class CanvasInteractions {
const zoomFactor = e.deltaY < 0 ? 1.1 : 1 / 1.1;
this.performZoomOperation(coords.world, zoomFactor);
} else {
// Layer transformation when layers are selected
this.handleLayerWheelTransformation(e);
// Check if mouse is over any selected layer
const isOverSelectedLayer = this.isPointInSelectedLayers(coords.world.x, coords.world.y);
if (isOverSelectedLayer) {
// Layer transformation when layers are selected and mouse is over selected layer
this.handleLayerWheelTransformation(e);
} else {
// Zoom operation when mouse is not over selected layers
const zoomFactor = e.deltaY < 0 ? 1.1 : 1 / 1.1;
this.performZoomOperation(coords.world, zoomFactor);
}
}
this.canvas.render();
@@ -408,14 +490,15 @@ export class CanvasInteractions {
}
private handleLayerWheelTransformation(e: WheelEvent): void {
const mods = this.getModifierState(e);
const rotationStep = 5 * (e.deltaY > 0 ? -1 : 1);
const direction = e.deltaY < 0 ? 1 : -1;
this.canvas.canvasSelection.selectedLayers.forEach((layer: Layer) => {
if (e.shiftKey) {
this.handleLayerRotation(layer, e.ctrlKey, direction, rotationStep);
if (mods.shift) {
this.handleLayerRotation(layer, mods.ctrl, direction, rotationStep);
} else {
this.handleLayerScaling(layer, e.ctrlKey, e.deltaY);
this.handleLayerScaling(layer, mods.ctrl, e.deltaY);
}
});
}
@@ -462,7 +545,7 @@ export class CanvasInteractions {
}
private calculateGridBasedScaling(oldHeight: number, deltaY: number): number {
const gridSize = 64;
const gridSize = 64; // Grid size - could be made configurable in the future
const direction = deltaY > 0 ? -1 : 1;
let targetHeight;
@@ -487,6 +570,7 @@ export class CanvasInteractions {
handleKeyDown(e: KeyboardEvent): void {
if (e.key === 'Control') this.interaction.isCtrlPressed = true;
if (e.key === 'Meta') this.interaction.isMetaPressed = true;
if (e.key === 'Shift') this.interaction.isShiftPressed = true;
if (e.key === 'Alt') {
this.interaction.isAltPressed = true;
@@ -505,11 +589,12 @@ export class CanvasInteractions {
}
// Globalne skróty (Undo/Redo/Copy/Paste)
if (e.ctrlKey || e.metaKey) {
const mods = this.getModifierState(e);
if (mods.ctrl || mods.meta) {
let handled = true;
switch (e.key.toLowerCase()) {
case 'z':
if (e.shiftKey) {
if (mods.shift) {
this.canvas.redo();
} else {
this.canvas.undo();
@@ -536,7 +621,7 @@ export class CanvasInteractions {
// Skróty kontekstowe (zależne od zaznaczenia)
if (this.canvas.canvasSelection.selectedLayers.length > 0) {
const step = e.shiftKey ? 10 : 1;
const step = mods.shift ? 10 : 1;
let needsRender = false;
// Używamy e.code dla spójności i niezależności od układu klawiatury
@@ -571,6 +656,7 @@ export class CanvasInteractions {
handleKeyUp(e: KeyboardEvent): void {
if (e.key === 'Control') this.interaction.isCtrlPressed = false;
if (e.key === 'Meta') this.interaction.isMetaPressed = false;
if (e.key === 'Shift') this.interaction.isShiftPressed = false;
if (e.key === 'Alt') this.interaction.isAltPressed = false;
if (e.key.toLowerCase() === 's') this.interaction.isSPressed = false;
@@ -590,6 +676,7 @@ export class CanvasInteractions {
handleBlur(): void {
log.debug('Window lost focus, resetting key states.');
this.interaction.isCtrlPressed = false;
this.interaction.isMetaPressed = false;
this.interaction.isAltPressed = false;
this.interaction.isShiftPressed = false;
this.interaction.isSPressed = false;
@@ -615,6 +702,12 @@ export class CanvasInteractions {
}
updateCursor(worldCoords: Point): void {
// If actively rotating, show grabbing cursor
if (this.interaction.mode === 'rotating') {
this.canvas.canvas.style.cursor = 'grabbing';
return;
}
const transformTarget = this.canvas.canvasLayers.getHandleAtPosition(worldCoords.x, worldCoords.y);
if (transformTarget) {
@@ -663,7 +756,9 @@ export class CanvasInteractions {
prepareForDrag(layer: Layer, worldCoords: Point): void {
// Zaktualizuj zaznaczenie, ale nie zapisuj stanu
if (this.interaction.isCtrlPressed) {
// Support both Ctrl (Windows/Linux) and Cmd (macOS) for multi-selection
const mods = this.getModifierState();
if (mods.ctrl || mods.meta) {
const index = this.canvas.canvasSelection.selectedLayers.indexOf(layer);
if (index === -1) {
this.canvas.canvasSelection.updateSelection([...this.canvas.canvasSelection.selectedLayers, layer]);
@@ -681,14 +776,13 @@ export class CanvasInteractions {
this.interaction.dragStart = {...worldCoords};
}
startPanningOrClearSelection(e: MouseEvent): void {
// Ta funkcja jest teraz wywoływana tylko gdy kliknięto na tło bez modyfikatorów.
// Domyślna akcja: wyczyść zaznaczenie i rozpocznij panoramowanie.
if (!this.interaction.isCtrlPressed) {
startPanning(e: MouseEvent, clearSelection: boolean = true): void {
// Unified panning method - can optionally clear selection
if (clearSelection && !this.interaction.isCtrlPressed) {
this.canvas.canvasSelection.updateSelection([]);
}
this.interaction.mode = 'panning';
this.interaction.panStart = {x: e.clientX, y: e.clientY};
this.interaction.panStart = { x: e.clientX, y: e.clientY };
}
startCanvasResize(worldCoords: Point): void {
@@ -743,20 +837,18 @@ export class CanvasInteractions {
this.canvas.saveState();
}
startPanning(e: MouseEvent): void {
if (!this.interaction.isCtrlPressed) {
this.canvas.canvasSelection.updateSelection([]);
}
this.interaction.mode = 'panning';
this.interaction.panStart = { x: e.clientX, y: e.clientY };
}
panViewport(e: MouseEvent): void {
const dx = e.clientX - this.interaction.panStart.x;
const dy = e.clientY - this.interaction.panStart.y;
this.canvas.viewport.x -= dx / this.canvas.viewport.zoom;
this.canvas.viewport.y -= dy / this.canvas.viewport.zoom;
this.interaction.panStart = {x: e.clientX, y: e.clientY};
// Update stroke overlay if mask tool is drawing during pan
if (this.canvas.maskTool.isDrawing) {
this.canvas.maskTool.handleViewportChange();
}
this.canvas.render();
this.canvas.onViewportChange?.();
}
@@ -818,7 +910,7 @@ export class CanvasInteractions {
}
const o = this.interaction.transformOrigin;
if (o.rotation === undefined || o.width === undefined || o.height === undefined || o.centerX === undefined || o.centerY === undefined) return;
if (!o) return;
const handle = this.interaction.resizeHandle;
const anchor = this.interaction.resizeAnchor;
@@ -974,7 +1066,7 @@ export class CanvasInteractions {
if (!layer) return;
const o = this.interaction.transformOrigin;
if (o.rotation === undefined || o.centerX === undefined || o.centerY === undefined) return;
if (!o) return;
const startAngle = Math.atan2(this.interaction.dragStart.y - o.centerY, this.interaction.dragStart.x - o.centerX);
const currentAngle = Math.atan2(worldCoords.y - o.centerY, worldCoords.x - o.centerX);
let angleDiff = (currentAngle - startAngle) * 180 / Math.PI;

View File

@@ -8,12 +8,19 @@ export class CanvasRenderer {
lastRenderTime: any;
renderAnimationFrame: any;
renderInterval: any;
// Overlay used to preview in-progress mask strokes (separate from cursor overlay)
strokeOverlayCanvas!: HTMLCanvasElement;
strokeOverlayCtx!: CanvasRenderingContext2D;
constructor(canvas: any) {
this.canvas = canvas;
this.renderAnimationFrame = null;
this.lastRenderTime = 0;
this.renderInterval = 1000 / 60;
this.isDirty = false;
// Initialize overlay canvases
this.initOverlay();
this.initStrokeOverlay();
}
/**
@@ -141,9 +148,11 @@ export class CanvasRenderer {
ctx.save();
if (this.canvas.maskTool.isActive) {
// In draw mask mode, use the previewOpacity value from the slider
ctx.globalCompositeOperation = 'source-over';
ctx.globalAlpha = 0.5;
ctx.globalAlpha = this.canvas.maskTool.previewOpacity;
} else {
// When not in draw mask mode, show mask at full opacity
ctx.globalCompositeOperation = 'source-over';
ctx.globalAlpha = 1.0;
}
@@ -205,6 +214,12 @@ export class CanvasRenderer {
}
this.canvas.ctx.drawImage(this.canvas.offscreenCanvas, 0, 0);
// Ensure overlay canvases are in DOM and properly sized
this.addOverlayToDOM();
this.updateOverlaySize();
this.addStrokeOverlayToDOM();
this.updateStrokeOverlaySize();
// Update Batch Preview UI positions
if (this.canvas.batchPreviewManagers && this.canvas.batchPreviewManagers.length > 0) {
this.canvas.batchPreviewManagers.forEach((manager: any) => {
@@ -710,4 +725,290 @@ export class CanvasRenderer {
padding: 8
});
}
/**
* Initialize overlay canvas for lightweight overlays like brush cursor
*/
initOverlay(): void {
// Setup overlay canvas to match main canvas
this.updateOverlaySize();
// Position overlay canvas on top of main canvas
this.canvas.overlayCanvas.style.position = 'absolute';
this.canvas.overlayCanvas.style.left = '0px';
this.canvas.overlayCanvas.style.top = '0px';
this.canvas.overlayCanvas.style.pointerEvents = 'none';
this.canvas.overlayCanvas.style.zIndex = '20'; // Above other overlays
// Add overlay to DOM when main canvas is added
this.addOverlayToDOM();
log.debug('Overlay canvas initialized');
}
/**
* Add overlay canvas to DOM if main canvas has a parent
*/
addOverlayToDOM(): void {
if (this.canvas.canvas.parentElement && !this.canvas.overlayCanvas.parentElement) {
this.canvas.canvas.parentElement.appendChild(this.canvas.overlayCanvas);
log.debug('Overlay canvas added to DOM');
}
}
/**
* Update overlay canvas size to match main canvas
*/
updateOverlaySize(): void {
if (this.canvas.overlayCanvas.width !== this.canvas.canvas.clientWidth ||
this.canvas.overlayCanvas.height !== this.canvas.canvas.clientHeight) {
this.canvas.overlayCanvas.width = Math.max(1, this.canvas.canvas.clientWidth);
this.canvas.overlayCanvas.height = Math.max(1, this.canvas.canvas.clientHeight);
log.debug(`Overlay canvas resized to ${this.canvas.overlayCanvas.width}x${this.canvas.overlayCanvas.height}`);
}
}
/**
* Clear overlay canvas
*/
clearOverlay(): void {
this.canvas.overlayCtx.clearRect(0, 0, this.canvas.overlayCanvas.width, this.canvas.overlayCanvas.height);
}
/**
* Initialize a dedicated overlay for real-time mask stroke preview
*/
initStrokeOverlay(): void {
// Create canvas if not created yet
if (!this.strokeOverlayCanvas) {
this.strokeOverlayCanvas = document.createElement('canvas');
const ctx = this.strokeOverlayCanvas.getContext('2d');
if (!ctx) {
throw new Error('Failed to get 2D context for stroke overlay canvas');
}
this.strokeOverlayCtx = ctx;
}
// Size match main canvas
this.updateStrokeOverlaySize();
// Position above main canvas but below cursor overlay
this.strokeOverlayCanvas.style.position = 'absolute';
this.strokeOverlayCanvas.style.left = '1px';
this.strokeOverlayCanvas.style.top = '1px';
this.strokeOverlayCanvas.style.pointerEvents = 'none';
this.strokeOverlayCanvas.style.zIndex = '19'; // Below cursor overlay (20)
// Opacity is now controlled by MaskTool.previewOpacity
this.strokeOverlayCanvas.style.opacity = String(this.canvas.maskTool.previewOpacity || 0.5);
// Add to DOM
this.addStrokeOverlayToDOM();
log.debug('Stroke overlay canvas initialized');
}
/**
* Add stroke overlay canvas to DOM if needed
*/
addStrokeOverlayToDOM(): void {
if (this.canvas.canvas.parentElement && !this.strokeOverlayCanvas.parentElement) {
this.canvas.canvas.parentElement.appendChild(this.strokeOverlayCanvas);
log.debug('Stroke overlay canvas added to DOM');
}
}
/**
* Ensure stroke overlay size matches main canvas
*/
updateStrokeOverlaySize(): void {
const w = Math.max(1, this.canvas.canvas.clientWidth);
const h = Math.max(1, this.canvas.canvas.clientHeight);
if (this.strokeOverlayCanvas.width !== w || this.strokeOverlayCanvas.height !== h) {
this.strokeOverlayCanvas.width = w;
this.strokeOverlayCanvas.height = h;
log.debug(`Stroke overlay resized to ${w}x${h}`);
}
}
/**
* Clear the stroke overlay
*/
clearMaskStrokeOverlay(): void {
if (!this.strokeOverlayCtx) return;
this.strokeOverlayCtx.clearRect(0, 0, this.strokeOverlayCanvas.width, this.strokeOverlayCanvas.height);
}
/**
* Draw a preview stroke segment onto the stroke overlay in screen space
* Uses line drawing with gradient to match MaskTool's drawLineOnChunk exactly
*/
drawMaskStrokeSegment(startWorld: { x: number; y: number }, endWorld: { x: number; y: number }): void {
// Ensure overlay is present and sized
this.updateStrokeOverlaySize();
const zoom = this.canvas.viewport.zoom;
const toScreen = (p: { x: number; y: number }) => ({
x: (p.x - this.canvas.viewport.x) * zoom,
y: (p.y - this.canvas.viewport.y) * zoom
});
const startScreen = toScreen(startWorld);
const endScreen = toScreen(endWorld);
const brushRadius = (this.canvas.maskTool.brushSize / 2) * zoom;
const hardness = this.canvas.maskTool.brushHardness;
const strength = this.canvas.maskTool.brushStrength;
// If strength is 0, don't draw anything
if (strength <= 0) {
return;
}
this.strokeOverlayCtx.save();
// Draw line segment exactly as MaskTool does
this.strokeOverlayCtx.beginPath();
this.strokeOverlayCtx.moveTo(startScreen.x, startScreen.y);
this.strokeOverlayCtx.lineTo(endScreen.x, endScreen.y);
// Match the gradient setup from MaskTool's drawLineOnChunk
if (hardness === 1) {
this.strokeOverlayCtx.strokeStyle = `rgba(255, 255, 255, ${strength})`;
} else {
const innerRadius = brushRadius * hardness;
const gradient = this.strokeOverlayCtx.createRadialGradient(
endScreen.x, endScreen.y, innerRadius,
endScreen.x, endScreen.y, brushRadius
);
gradient.addColorStop(0, `rgba(255, 255, 255, ${strength})`);
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
this.strokeOverlayCtx.strokeStyle = gradient;
}
// Match line properties from MaskTool
this.strokeOverlayCtx.lineWidth = this.canvas.maskTool.brushSize * zoom;
this.strokeOverlayCtx.lineCap = 'round';
this.strokeOverlayCtx.lineJoin = 'round';
this.strokeOverlayCtx.globalCompositeOperation = 'source-over';
this.strokeOverlayCtx.stroke();
this.strokeOverlayCtx.restore();
}
/**
* Redraws the entire stroke overlay from world coordinates
* Used when viewport changes during drawing to maintain visual consistency
*/
redrawMaskStrokeOverlay(strokePoints: { x: number; y: number }[]): void {
if (strokePoints.length < 2) return;
// Clear the overlay first
this.clearMaskStrokeOverlay();
// Redraw all segments with current viewport
for (let i = 1; i < strokePoints.length; i++) {
this.drawMaskStrokeSegment(strokePoints[i - 1], strokePoints[i]);
}
}
/**
* Draw mask brush cursor on overlay canvas with visual feedback for size, strength and hardness
* @param worldPoint World coordinates of cursor
*/
drawMaskBrushCursor(worldPoint: { x: number, y: number }): void {
if (!this.canvas.maskTool.isActive || !this.canvas.isMouseOver) {
this.clearOverlay();
return;
}
// Update overlay size if needed
this.updateOverlaySize();
// Clear previous cursor
this.clearOverlay();
// Convert world coordinates to screen coordinates
const screenX = (worldPoint.x - this.canvas.viewport.x) * this.canvas.viewport.zoom;
const screenY = (worldPoint.y - this.canvas.viewport.y) * this.canvas.viewport.zoom;
// Get brush properties
const brushRadius = (this.canvas.maskTool.brushSize / 2) * this.canvas.viewport.zoom;
const brushStrength = this.canvas.maskTool.brushStrength;
const brushHardness = this.canvas.maskTool.brushHardness;
// Save context state
this.canvas.overlayCtx.save();
// If strength is 0, just draw outline
if (brushStrength > 0) {
// Draw inner fill to visualize brush effect - matches actual brush rendering
const gradient = this.canvas.overlayCtx.createRadialGradient(
screenX, screenY, 0,
screenX, screenY, brushRadius
);
// Preview alpha - subtle to not obscure content
const previewAlpha = brushStrength * 0.15; // Very subtle preview (max 15% opacity)
if (brushHardness === 1) {
// Hard brush - uniform fill within radius
gradient.addColorStop(0, `rgba(255, 255, 255, ${previewAlpha})`);
gradient.addColorStop(1, `rgba(255, 255, 255, ${previewAlpha})`);
} else {
// Soft brush - gradient fade matching actual brush
gradient.addColorStop(0, `rgba(255, 255, 255, ${previewAlpha})`);
if (brushHardness > 0) {
gradient.addColorStop(brushHardness, `rgba(255, 255, 255, ${previewAlpha})`);
}
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
}
this.canvas.overlayCtx.beginPath();
this.canvas.overlayCtx.arc(screenX, screenY, brushRadius, 0, 2 * Math.PI);
this.canvas.overlayCtx.fillStyle = gradient;
this.canvas.overlayCtx.fill();
}
// Draw outer circle (SIZE indicator)
this.canvas.overlayCtx.beginPath();
this.canvas.overlayCtx.arc(screenX, screenY, brushRadius, 0, 2 * Math.PI);
// Stroke opacity based on strength (dimmer when strength is 0)
const strokeOpacity = brushStrength > 0 ? (0.4 + brushStrength * 0.4) : 0.3;
this.canvas.overlayCtx.strokeStyle = `rgba(255, 255, 255, ${strokeOpacity})`;
this.canvas.overlayCtx.lineWidth = 1.5;
// Visual feedback for hardness
if (brushHardness > 0.8) {
// Hard brush - solid line
this.canvas.overlayCtx.setLineDash([]);
} else {
// Soft brush - dashed line
const dashLength = 2 + (1 - brushHardness) * 4;
this.canvas.overlayCtx.setLineDash([dashLength, dashLength]);
}
this.canvas.overlayCtx.stroke();
// Center dot for small brushes
if (brushRadius < 5) {
this.canvas.overlayCtx.beginPath();
this.canvas.overlayCtx.arc(screenX, screenY, 1, 0, 2 * Math.PI);
this.canvas.overlayCtx.fillStyle = `rgba(255, 255, 255, ${strokeOpacity})`;
this.canvas.overlayCtx.fill();
}
// Restore context state
this.canvas.overlayCtx.restore();
}
/**
* Update overlay position when viewport changes
*/
updateOverlayPosition(): void {
// Overlay canvas is positioned absolutely, so it doesn't need repositioning
// Just ensure it's the right size
this.updateOverlaySize();
}
}

View File

@@ -640,6 +640,24 @@ $el("label.clipboard-switch.mask-switch", {
setTimeout(() => canvas.render(), 0);
}
}),
$el("div.painter-slider-container.mask-control", {style: {display: 'none'}}, [
$el("label", {for: "preview-opacity-slider", textContent: "Mask Opacity:"}),
$el("input", {
id: "preview-opacity-slider",
type: "range",
min: "0",
max: "1",
step: "0.05",
value: "0.5",
oninput: (e: Event) => {
const value = (e.target as HTMLInputElement).value;
canvas.maskTool.setPreviewOpacity(parseFloat(value));
const valueEl = document.getElementById('preview-opacity-value');
if (valueEl) valueEl.textContent = `${Math.round(parseFloat(value) * 100)}%`;
}
}),
$el("div.slider-value", {id: "preview-opacity-value"}, ["50%"])
]),
$el("div.painter-slider-container.mask-control", {style: {display: 'none'}}, [
$el("label", {for: "brush-size-slider", textContent: "Size:"}),
$el("input", {

View File

@@ -21,9 +21,10 @@ interface MaskChunk {
}
export class MaskTool {
private brushHardness: number;
private brushSize: number;
private brushStrength: number;
private _brushHardness: number;
public brushSize: number;
private _brushStrength: number;
private _previewOpacity: number;
private canvasInstance: Canvas & { canvasState: CanvasState, width: number, height: number };
public isActive: boolean;
public isDrawing: boolean;
@@ -31,6 +32,9 @@ export class MaskTool {
private lastPosition: Point | null;
private mainCanvas: HTMLCanvasElement;
// Track strokes during drawing for efficient overlay updates
private currentStrokePoints: Point[] = [];
// Chunked mask system
private maskChunks: Map<string, MaskChunk>; // Key: "x,y" (chunk coordinates)
private chunkSize: number;
@@ -72,6 +76,9 @@ export class MaskTool {
this.mainCanvas = canvasInstance.canvas;
this.onStateChange = callbacks.onStateChange || null;
// Initialize stroke tracking for overlay drawing
this.currentStrokePoints = [];
// Initialize chunked mask system
this.maskChunks = new Map();
this.chunkSize = 512;
@@ -96,8 +103,9 @@ export class MaskTool {
this.isOverlayVisible = true;
this.isActive = false;
this.brushSize = 20;
this.brushStrength = 0.5;
this.brushHardness = 0.5;
this._brushStrength = 0.5;
this._brushHardness = 0.5;
this._previewOpacity = 0.5; // Default 50% opacity for preview
this.isDrawing = false;
this.lastPosition = null;
@@ -156,8 +164,31 @@ export class MaskTool {
}
}
// Getters for brush properties
get brushStrength(): number {
return this._brushStrength;
}
get brushHardness(): number {
return this._brushHardness;
}
get previewOpacity(): number {
return this._previewOpacity;
}
setBrushHardness(hardness: number): void {
this.brushHardness = Math.max(0, Math.min(1, hardness));
this._brushHardness = Math.max(0, Math.min(1, hardness));
}
setPreviewOpacity(opacity: number): void {
this._previewOpacity = Math.max(0, Math.min(1, opacity));
// Update the stroke overlay canvas opacity when preview opacity changes
if (this.canvasInstance.canvasRenderer && this.canvasInstance.canvasRenderer.strokeOverlayCanvas) {
this.canvasInstance.canvasRenderer.strokeOverlayCanvas.style.opacity = String(this._previewOpacity);
}
// Trigger canvas render to update mask display opacity
this.canvasInstance.render();
}
initMaskCanvas(): void {
@@ -867,7 +898,7 @@ export class MaskTool {
}
setBrushStrength(strength: number): void {
this.brushStrength = Math.max(0, Math.min(1, strength));
this._brushStrength = Math.max(0, Math.min(1, strength));
}
handleMouseDown(worldCoords: Point, viewCoords: Point): void {
@@ -875,10 +906,12 @@ export class MaskTool {
this.isDrawing = true;
this.lastPosition = worldCoords;
// Activate chunks around the drawing position for performance
this.updateActiveChunksForDrawing(worldCoords);
// Initialize stroke tracking for live preview
this.currentStrokePoints = [worldCoords];
// Clear any previous stroke overlay
this.canvasInstance.canvasRenderer.clearMaskStrokeOverlay();
this.draw(worldCoords);
this.clearPreview();
}
@@ -888,16 +921,83 @@ export class MaskTool {
}
if (!this.isActive || !this.isDrawing) return;
// Dynamically update active chunks as user moves while drawing
this.updateActiveChunksForDrawing(worldCoords);
// Add point to stroke tracking
this.currentStrokePoints.push(worldCoords);
// Draw interpolated segments for smooth strokes without gaps
if (this.lastPosition) {
// Calculate distance between last and current position
const dx = worldCoords.x - this.lastPosition.x;
const dy = worldCoords.y - this.lastPosition.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// If distance is small, just draw a single segment
if (distance < this.brushSize / 4) {
this.canvasInstance.canvasRenderer.drawMaskStrokeSegment(this.lastPosition, worldCoords);
} else {
// Interpolate points for smooth drawing without gaps
const interpolatedPoints = this.interpolatePoints(this.lastPosition, worldCoords, distance);
// Draw all interpolated segments
for (let i = 0; i < interpolatedPoints.length - 1; i++) {
this.canvasInstance.canvasRenderer.drawMaskStrokeSegment(
interpolatedPoints[i],
interpolatedPoints[i + 1]
);
}
}
}
this.draw(worldCoords);
this.lastPosition = worldCoords;
}
/**
* Interpolates points between two positions to create smooth strokes without gaps
* Based on the BrushTool's approach for eliminating dotted lines during fast drawing
*/
private interpolatePoints(start: Point, end: Point, distance: number): Point[] {
const points: Point[] = [];
// Calculate number of interpolated points based on brush size
// More points = smoother line
const stepSize = Math.max(1, this.brushSize / 6); // Adjust divisor for smoothness
const numSteps = Math.ceil(distance / stepSize);
// Always include start point
points.push(start);
// Interpolate intermediate points
for (let i = 1; i < numSteps; i++) {
const t = i / numSteps;
points.push({
x: start.x + (end.x - start.x) * t,
y: start.y + (end.y - start.y) * t
});
}
// Always include end point
points.push(end);
return points;
}
/**
* Called when viewport changes during drawing to update stroke overlay
* This ensures the stroke preview scales correctly with zoom changes
*/
handleViewportChange(): void {
if (this.isDrawing && this.currentStrokePoints.length > 1) {
// Redraw the entire stroke overlay with new viewport settings
this.canvasInstance.canvasRenderer.redrawMaskStrokeOverlay(this.currentStrokePoints);
}
}
handleMouseLeave(): void {
this.previewVisible = false;
this.clearPreview();
// Clear overlay canvases when mouse leaves
this.canvasInstance.canvasRenderer.clearOverlay();
this.canvasInstance.canvasRenderer.clearMaskStrokeOverlay();
}
handleMouseEnter(): void {
@@ -908,11 +1008,18 @@ export class MaskTool {
if (!this.isActive) return;
if (this.isDrawing) {
this.isDrawing = false;
// Commit the stroke from overlay to actual mask chunks
this.commitStrokeToChunks();
// Clear stroke overlay and reset state
this.canvasInstance.canvasRenderer.clearMaskStrokeOverlay();
this.currentStrokePoints = [];
this.lastPosition = null;
this.currentDrawingChunk = null;
// After drawing is complete, update active canvas to show all chunks
this.updateActiveMaskCanvas(true); // forceShowAll = true
this.updateActiveMaskCanvas(true); // Force full update
this.completeMaskOperation();
this.drawBrushPreview(viewCoords);
@@ -932,6 +1039,44 @@ export class MaskTool {
this.updateActiveCanvasIfNeeded(this.lastPosition, worldCoords);
}
/**
* Commits the current stroke from overlay to actual mask chunks
* This replays the entire stroke path with interpolation to ensure pixel-perfect accuracy
*/
private commitStrokeToChunks(): void {
if (this.currentStrokePoints.length < 2) {
return; // Need at least 2 points for a stroke
}
log.debug(`Committing stroke with ${this.currentStrokePoints.length} points to chunks`);
// Replay the entire stroke path with interpolation for smooth, accurate lines
for (let i = 1; i < this.currentStrokePoints.length; i++) {
const startPoint = this.currentStrokePoints[i - 1];
const endPoint = this.currentStrokePoints[i];
// Calculate distance between points
const dx = endPoint.x - startPoint.x;
const dy = endPoint.y - startPoint.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < this.brushSize / 4) {
// Small distance - draw single segment
this.drawOnChunks(startPoint, endPoint);
} else {
// Large distance - interpolate for smooth line without gaps
const interpolatedPoints = this.interpolatePoints(startPoint, endPoint, distance);
// Draw all interpolated segments
for (let j = 0; j < interpolatedPoints.length - 1; j++) {
this.drawOnChunks(interpolatedPoints[j], interpolatedPoints[j + 1]);
}
}
}
log.debug("Stroke committed to chunks successfully with interpolation");
}
/**
* Draws a line between two world coordinates on the appropriate chunks
*/
@@ -982,15 +1127,15 @@ export class MaskTool {
const gradientRadius = this.brushSize / 2;
if (this.brushHardness === 1) {
chunk.ctx.strokeStyle = `rgba(255, 255, 255, ${this.brushStrength})`;
if (this._brushHardness === 1) {
chunk.ctx.strokeStyle = `rgba(255, 255, 255, ${this._brushStrength})`;
} else {
const innerRadius = gradientRadius * this.brushHardness;
const innerRadius = gradientRadius * this._brushHardness;
const gradient = chunk.ctx.createRadialGradient(
endLocal.x, endLocal.y, innerRadius,
endLocal.x, endLocal.y, gradientRadius
);
gradient.addColorStop(0, `rgba(255, 255, 255, ${this.brushStrength})`);
gradient.addColorStop(0, `rgba(255, 255, 255, ${this._brushStrength})`);
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
chunk.ctx.strokeStyle = gradient;
}
@@ -1029,29 +1174,17 @@ export class MaskTool {
}
/**
* Updates active canvas when drawing affects chunks with throttling to prevent lag
* During drawing, only updates the affected active chunks for performance
* Updates active canvas when drawing affects chunks
* Since we now use overlay during drawing, this is only called after drawing is complete
*/
private updateActiveCanvasIfNeeded(startWorld: Point, endWorld: Point): void {
// Calculate which chunks were affected by this drawing operation
const minX = Math.min(startWorld.x, endWorld.x) - this.brushSize;
const maxX = Math.max(startWorld.x, endWorld.x) + this.brushSize;
const minY = Math.min(startWorld.y, endWorld.y) - this.brushSize;
const maxY = Math.max(startWorld.y, endWorld.y) + this.brushSize;
const affectedChunkMinX = Math.floor(minX / this.chunkSize);
const affectedChunkMinY = Math.floor(minY / this.chunkSize);
const affectedChunkMaxX = Math.floor(maxX / this.chunkSize);
const affectedChunkMaxY = Math.floor(maxY / this.chunkSize);
// During drawing, only update affected chunks that are active for performance
if (this.isDrawing) {
// Use throttled partial update for active chunks only
this.scheduleThrottledActiveMaskUpdate(affectedChunkMinX, affectedChunkMinY, affectedChunkMaxX, affectedChunkMaxY);
} else {
// This method is now simplified - we only update after drawing is complete
// The overlay handles all live preview, so we don't need complex chunk activation
if (!this.isDrawing) {
// Not drawing - do full update to show all chunks
this.updateActiveMaskCanvas(true);
}
// During drawing, we don't update chunks at all - overlay handles preview
}
/**
@@ -1142,20 +1275,13 @@ export class MaskTool {
drawBrushPreview(viewCoords: Point): void {
if (!this.previewVisible || this.isDrawing) {
this.clearPreview();
this.canvasInstance.canvasRenderer.clearOverlay();
return;
}
this.clearPreview();
const zoom = this.canvasInstance.viewport.zoom;
const radius = (this.brushSize / 2) * zoom;
this.previewCtx.beginPath();
this.previewCtx.arc(viewCoords.x, viewCoords.y, radius, 0, 2 * Math.PI);
this.previewCtx.strokeStyle = 'rgba(255, 255, 255, 0.8)';
this.previewCtx.lineWidth = 1;
this.previewCtx.setLineDash([2, 4]);
this.previewCtx.stroke();
// Use overlay canvas instead of preview canvas for brush cursor
const worldCoords = this.canvasInstance.lastMousePosition;
this.canvasInstance.canvasRenderer.drawMaskBrushCursor(worldCoords);
}
clearPreview(): void {