Files
ComfyUI_frontend/src/DragAndScale.ts
filtered 7845be9b15 [TS] TS type fix & nits (#801)
Fixes downstream type specificity issues with UUID template type. No
real benefit from template literal type at present.
2025-03-17 13:52:59 +00:00

248 lines
7.0 KiB
TypeScript

import type { Point, ReadOnlyRect, Rect, Rect32 } from "./interfaces"
import { EaseFunction } from "./litegraph"
export interface DragAndScaleState {
/**
* The offset from the top-left of the current canvas viewport to `[0, 0]` in graph space.
* Or said another way, the inverse offset of the viewport.
*/
offset: Point
/** The scale of the graph. */
scale: number
}
export type AnimationOptions = {
/** Duration of the animation in milliseconds. */
duration?: number
/** Relative target zoom level. 1 means the view is fit exactly on the bounding box. */
zoom?: number
/** The animation easing function (curve) */
easing?: EaseFunction
}
export class DragAndScale {
/**
* The state of this DragAndScale instance.
*
* Implemented as a POCO that can be proxied without side-effects.
*/
state: DragAndScaleState
/** Maximum scale (zoom in) */
max_scale: number
/** Minimum scale (zoom out) */
min_scale: number
enabled: boolean
last_mouse: Point
element: HTMLCanvasElement
visible_area: Rect32
dragging?: boolean
viewport?: Rect
onredraw?(das: DragAndScale): void
get offset(): Point {
return this.state.offset
}
set offset(value: Point) {
this.state.offset = value
}
get scale(): number {
return this.state.scale
}
set scale(value: number) {
this.state.scale = value
}
constructor(element: HTMLCanvasElement) {
this.state = {
offset: new Float32Array([0, 0]),
scale: 1,
}
this.max_scale = 10
this.min_scale = 0.1
this.enabled = true
this.last_mouse = [0, 0]
this.visible_area = new Float32Array(4)
this.element = element
}
computeVisibleArea(viewport: Rect | undefined): void {
if (!this.element) {
this.visible_area[0] = this.visible_area[1] = this.visible_area[2] = this.visible_area[3] = 0
return
}
let width = this.element.width
let height = this.element.height
let startx = -this.offset[0]
let starty = -this.offset[1]
if (viewport) {
startx += viewport[0] / this.scale
starty += viewport[1] / this.scale
width = viewport[2]
height = viewport[3]
}
const endx = startx + width / this.scale
const endy = starty + height / this.scale
this.visible_area[0] = startx
this.visible_area[1] = starty
this.visible_area[2] = endx - startx
this.visible_area[3] = endy - starty
}
toCanvasContext(ctx: CanvasRenderingContext2D): void {
ctx.scale(this.scale, this.scale)
ctx.translate(this.offset[0], this.offset[1])
}
convertOffsetToCanvas(pos: Point): Point {
return [
(pos[0] + this.offset[0]) * this.scale,
(pos[1] + this.offset[1]) * this.scale,
]
}
convertCanvasToOffset(pos: Point, out?: Point): Point {
out = out || [0, 0]
out[0] = pos[0] / this.scale - this.offset[0]
out[1] = pos[1] / this.scale - this.offset[1]
return out
}
/** @deprecated Has not been kept up to date */
mouseDrag(x: number, y: number): void {
this.offset[0] += x / this.scale
this.offset[1] += y / this.scale
this.onredraw?.(this)
}
changeScale(value: number, zooming_center?: Point): void {
if (value < this.min_scale) {
value = this.min_scale
} else if (value > this.max_scale) {
value = this.max_scale
}
if (value == this.scale) return
if (!this.element) return
const rect = this.element.getBoundingClientRect()
if (!rect) return
zooming_center = zooming_center ?? [rect.width * 0.5, rect.height * 0.5]
const normalizedCenter: Point = [
zooming_center[0] - rect.x,
zooming_center[1] - rect.y,
]
const center = this.convertCanvasToOffset(normalizedCenter)
this.scale = value
if (Math.abs(this.scale - 1) < 0.01) this.scale = 1
const new_center = this.convertCanvasToOffset(normalizedCenter)
const delta_offset = [
new_center[0] - center[0],
new_center[1] - center[1],
]
this.offset[0] += delta_offset[0]
this.offset[1] += delta_offset[1]
this.onredraw?.(this)
}
changeDeltaScale(value: number, zooming_center?: Point): void {
this.changeScale(this.scale * value, zooming_center)
}
/**
* Starts an animation to fit the view around the specified selection of nodes.
* @param bounds The bounds to animate the view to, defined by a rectangle.
*/
animateToBounds(
bounds: ReadOnlyRect,
setDirty: () => void,
{
duration = 350,
zoom = 0.75,
easing = EaseFunction.EASE_IN_OUT_QUAD,
}: AnimationOptions = {},
) {
if (!(duration > 0)) throw new RangeError("Duration must be greater than 0")
const easeFunctions = {
linear: (t: number) => t,
easeInQuad: (t: number) => t * t,
easeOutQuad: (t: number) => t * (2 - t),
easeInOutQuad: (t: number) => (t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t),
}
const easeFunction = easeFunctions[easing] ?? easeFunctions.linear
const startTimestamp = performance.now()
const cw = this.element.width / window.devicePixelRatio
const ch = this.element.height / window.devicePixelRatio
const startX = this.offset[0]
const startY = this.offset[1]
const startX2 = startX - (cw / this.scale)
const startY2 = startY - (ch / this.scale)
const startScale = this.scale
let targetScale = startScale
if (zoom > 0) {
const targetScaleX = (zoom * cw) / Math.max(bounds[2], 300)
const targetScaleY = (zoom * ch) / Math.max(bounds[3], 300)
// Choose the smaller scale to ensure the node fits into the viewport
// Ensure we don't go over the max scale
targetScale = Math.min(targetScaleX, targetScaleY, this.max_scale)
}
const scaledWidth = cw / targetScale
const scaledHeight = ch / targetScale
const targetX = -bounds[0] - (bounds[2] * 0.5) + (scaledWidth * 0.5)
const targetY = -bounds[1] - (bounds[3] * 0.5) + (scaledHeight * 0.5)
const targetX2 = targetX - scaledWidth
const targetY2 = targetY - scaledHeight
const animate = (timestamp: number) => {
const elapsed = timestamp - startTimestamp
const progress = Math.min(elapsed / duration, 1)
const easedProgress = easeFunction(progress)
const currentX = startX + ((targetX - startX) * easedProgress)
const currentY = startY + ((targetY - startY) * easedProgress)
this.offset[0] = currentX
this.offset[1] = currentY
if (zoom > 0) {
const currentX2 = startX2 + ((targetX2 - startX2) * easedProgress)
const currentY2 = startY2 + ((targetY2 - startY2) * easedProgress)
const currentWidth = Math.abs(currentX2 - currentX)
const currentHeight = Math.abs(currentY2 - currentY)
this.scale = Math.min(cw / currentWidth, ch / currentHeight)
}
setDirty()
if (progress < 1) {
animationId = requestAnimationFrame(animate)
} else {
cancelAnimationFrame(animationId)
}
}
let animationId = requestAnimationFrame(animate)
}
reset(): void {
this.scale = 1
this.offset[0] = 0
this.offset[1] = 0
}
}