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Two legibility fixes for the canvas z-order menu, from user feel-testing: - z-only commits no longer remount the preview iframe. The commit hook already applies the inline z (+ injected position) to the live elements and updates the store synchronously; the post-commit reloadPreview() was a redundant full remount that read as a canvas 'blink' on every action. commitDomEditPatchBatches gains skipReload, engaged only when provably safe: every op is an inline-style patch AND the server reports every patch matched — anything else falls back to the reload so the preview reconverges with disk. The file-watcher's own reload stays suppressed by the existing domEditSaveTimestampRef window, so the skip is real. - Bring Forward / Send Backward step over the next VISIBLY overlapping sibling. The nearest z-neighbor in a composition is often invisible at the current frame (runtime hides time-inactive clips with inline visibility/display; GSAP parks elements at opacity 0), so the step crossed something the user couldn't see — 'enabled but nothing happens'. The forward/backward set now filters on element-level computed visibility (display/visibility/opacity, injectable for tests); enable/disable shares the resolver so the menu is honest: actions disable when no visible neighbor exists. Front/back keep the full painting family. - The neighbor that was stepped over gets a 600ms accent flash, drawn in the studio overlay layer (never in the iframe DOM), so the action shows its work.
93 lines
3.8 KiB
TypeScript
93 lines
3.8 KiB
TypeScript
/**
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* Canvas right-click context-menu state for DomEditOverlay: where the menu is
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* open (viewport x/y) and which selection it targets, plus the right-click
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* handler that resolves/selects the element under the pointer before opening.
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*/
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import { useCallback, useEffect, useState, type RefObject } from "react";
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import type { DomEditSelection } from "./domEditing";
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export interface CanvasContextMenuState {
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x: number;
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y: number;
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sel: DomEditSelection;
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}
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interface UseCanvasContextMenuStateParams {
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selection: DomEditSelection | null;
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selectionRef: RefObject<DomEditSelection | null>;
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hoverSelectionRef: RefObject<DomEditSelection | null>;
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onCanvasPointerMoveRef: RefObject<
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(
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event: React.PointerEvent<HTMLDivElement>,
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options?: { preferClipAncestor?: boolean },
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) => Promise<DomEditSelection | null>
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>;
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onSelectionChangeRef: RefObject<
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(selection: DomEditSelection, options?: { revealPanel?: boolean; additive?: boolean }) => void
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>;
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}
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export function useCanvasContextMenuState({
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selection,
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selectionRef,
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hoverSelectionRef,
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onCanvasPointerMoveRef,
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onSelectionChangeRef,
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}: UseCanvasContextMenuStateParams): {
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contextMenu: CanvasContextMenuState | null;
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closeContextMenu: () => void;
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handleContextMenu: (event: React.MouseEvent<HTMLDivElement>) => Promise<void>;
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} {
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// Context menu state: position of the right-click that opened it.
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// contextMenu.sel is the element the menu targets — captured at right-click
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// time so the menu can open even before the React selection state settles.
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const [contextMenu, setContextMenu] = useState<CanvasContextMenuState | null>(null);
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const closeContextMenu = useCallback(() => setContextMenu(null), []);
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// Close the context menu whenever the selection moves off the element the menu
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// targets (a click that reselects elsewhere, a deselect, or a preview reload
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// that rebuilds the selection). Without this the menu can linger — orphaned —
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// over a stale target after the underlying element is gone. A right-click that
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// OPENS the menu also selects its target, so the common open path keeps the
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// menu (same element) rather than immediately dismissing it.
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useEffect(() => {
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if (!contextMenu) return;
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if (!selection || selection.element !== contextMenu.sel.element) {
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setContextMenu(null);
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}
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}, [selection, contextMenu]);
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// Right-click: select element first (if not already selected), then open menu.
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const handleContextMenu = useCallback(
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async (event: React.MouseEvent<HTMLDivElement>) => {
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event.preventDefault();
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// If no element is selected yet, resolve it from the pointer position first.
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const currentSel = selectionRef.current;
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let activeSel: DomEditSelection | null = currentSel;
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if (!currentSel) {
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const pointerEvent = event as unknown as React.PointerEvent<HTMLDivElement>;
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const resolved = await onCanvasPointerMoveRef.current(pointerEvent);
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if (!resolved) return; // Nothing under the cursor — skip menu.
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onSelectionChangeRef.current(resolved, { revealPanel: true });
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// Use `resolved` directly: React state (and therefore selectionRef) won't
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// update synchronously after onSelectionChange — we'd be reading stale null.
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activeSel = resolved;
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} else {
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// Check if the user right-clicked on an unselected element (hover target).
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const hover = hoverSelectionRef.current;
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if (hover && hover.element !== currentSel.element) {
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onSelectionChangeRef.current(hover, { revealPanel: true });
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activeSel = hover;
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}
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}
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if (!activeSel) return;
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setContextMenu({ x: event.clientX, y: event.clientY, sel: activeSel });
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},
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[selectionRef, hoverSelectionRef, onCanvasPointerMoveRef, onSelectionChangeRef],
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);
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return { contextMenu, closeContextMenu, handleContextMenu };
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}
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