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Add / fix canvas TS strict types, doc (#237)
* Fix circular depdency in global * Add TS type guard private function * Add TS type * Add TS types & doc * Add TS type initialisers * Add NullableProperties type * Add TS types * Split node arrange code out to separate file
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@@ -1,5 +1,44 @@
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import type { Dictionary, Direction, IBoundaryNodes } from "@/interfaces"
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import type { LGraphNode } from "@/LGraphNode"
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/**
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* Finds the nodes that are farthest in all four directions, representing the boundary of the nodes.
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* @param nodes The nodes to check the edges of
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* @returns An object listing the furthest node (edge) in all four directions. `null` if no nodes were supplied or the first node was falsy.
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*/
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export function getBoundaryNodes(nodes: LGraphNode[]): IBoundaryNodes | null {
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const valid = nodes?.find(x => x)
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if (!valid) return null
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let top = valid
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let right = valid
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let bottom = valid
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let left = valid
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for (const node of nodes) {
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if (!node) continue
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const [x, y] = node.pos
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const [width, height] = node.size
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if (y < top.pos[1]) top = node
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if (x + width > right.pos[0] + right.size[0]) right = node
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if (y + height > bottom.pos[1] + bottom.size[1]) bottom = node
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if (x < left.pos[0]) left = node
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}
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return {
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top,
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right,
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bottom,
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left
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}
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}
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/**
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* Distributes nodes evenly along a horizontal or vertical plane.
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* @param nodes The nodes to distribute
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* @param horizontal If true, distributes along the horizontal plane. Otherwise, the vertical plane.
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*/
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export function distributeNodes(nodes: LGraphNode[], horizontal?: boolean): void {
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const nodeCount = nodes?.length
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if (!(nodeCount > 1)) return
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@@ -26,3 +65,41 @@ export function distributeNodes(nodes: LGraphNode[], horizontal?: boolean): void
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startAt += node.size[index]
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}
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}
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/**
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* Aligns all nodes along the edge of a node.
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* @param nodes The nodes to align
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* @param direction The edge to align nodes on
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* @param align_to The node to align all other nodes to. If undefined, the farthest node will be used.
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*/
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export function alignNodes(nodes: LGraphNode[], direction: Direction, align_to?: LGraphNode): void {
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if (!nodes) return
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const boundary = align_to === undefined
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? getBoundaryNodes(nodes)
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: {
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top: align_to,
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right: align_to,
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bottom: align_to,
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left: align_to
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}
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if (boundary === null) return
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for (const node of nodes) {
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switch (direction) {
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case "right":
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node.pos[0] = boundary.right.pos[0] + boundary.right.size[0] - node.size[0]
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break
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case "left":
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node.pos[0] = boundary.left.pos[0]
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break
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case "top":
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node.pos[1] = boundary.top.pos[1]
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break
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case "bottom":
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node.pos[1] = boundary.bottom.pos[1] + boundary.bottom.size[1] - node.size[1]
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break
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}
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}
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}
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