Select and move shapes

This commit is contained in:
Skyler Lehmkuhl 2025-11-18 00:22:28 -05:00
parent afda2d9d4f
commit 67724c944c
18 changed files with 3868 additions and 19 deletions

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@ -2762,6 +2762,7 @@ dependencies = [
"resvg 0.42.0",
"serde",
"serde_json",
"uuid",
"vello",
"wgpu",
"winit",

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@ -0,0 +1,277 @@
//! Action system for undo/redo functionality
//!
//! This module provides a type-safe action system that ensures document
//! mutations can only happen through actions, enforced by Rust's type system.
//!
//! ## Architecture
//!
//! - `Action` trait: Defines execute() and rollback() operations
//! - `ActionExecutor`: Wraps the document and manages undo/redo stacks
//! - Document mutations are only accessible via `pub(crate)` methods
//! - External code gets read-only access via `ActionExecutor::document()`
use crate::document::Document;
/// Action trait for undo/redo operations
///
/// Each action must be able to execute (apply changes) and rollback (undo changes).
/// Actions are stored in the undo stack and can be re-executed from the redo stack.
pub trait Action: Send {
/// Apply this action to the document
fn execute(&mut self, document: &mut Document);
/// Undo this action (rollback changes)
fn rollback(&mut self, document: &mut Document);
/// Get a human-readable description of this action (for UI display)
fn description(&self) -> String;
}
/// Action executor that wraps the document and manages undo/redo
///
/// This is the only way to get mutable access to the document, ensuring
/// all mutations go through the action system.
pub struct ActionExecutor {
/// The document being edited
document: Document,
/// Stack of executed actions (for undo)
undo_stack: Vec<Box<dyn Action>>,
/// Stack of undone actions (for redo)
redo_stack: Vec<Box<dyn Action>>,
/// Maximum number of actions to keep in undo stack
max_undo_depth: usize,
}
impl ActionExecutor {
/// Create a new action executor with the given document
pub fn new(document: Document) -> Self {
Self {
document,
undo_stack: Vec::new(),
redo_stack: Vec::new(),
max_undo_depth: 100, // Default: keep last 100 actions
}
}
/// Get read-only access to the document
///
/// This is the public API for reading document state.
/// Mutations must go through execute() which requires an Action.
pub fn document(&self) -> &Document {
&self.document
}
/// Execute an action and add it to the undo stack
///
/// This clears the redo stack since we're creating a new timeline branch.
pub fn execute(&mut self, mut action: Box<dyn Action>) {
// Apply the action
action.execute(&mut self.document);
// Clear redo stack (new action invalidates redo history)
self.redo_stack.clear();
// Add to undo stack
self.undo_stack.push(action);
// Limit undo stack size
if self.undo_stack.len() > self.max_undo_depth {
self.undo_stack.remove(0);
}
}
/// Undo the last action
///
/// Returns true if an action was undone, false if undo stack is empty.
pub fn undo(&mut self) -> bool {
if let Some(mut action) = self.undo_stack.pop() {
// Rollback the action
action.rollback(&mut self.document);
// Move to redo stack
self.redo_stack.push(action);
true
} else {
false
}
}
/// Redo the last undone action
///
/// Returns true if an action was redone, false if redo stack is empty.
pub fn redo(&mut self) -> bool {
if let Some(mut action) = self.redo_stack.pop() {
// Re-execute the action
action.execute(&mut self.document);
// Move back to undo stack
self.undo_stack.push(action);
true
} else {
false
}
}
/// Check if undo is available
pub fn can_undo(&self) -> bool {
!self.undo_stack.is_empty()
}
/// Check if redo is available
pub fn can_redo(&self) -> bool {
!self.redo_stack.is_empty()
}
/// Get the description of the next action to undo
pub fn undo_description(&self) -> Option<String> {
self.undo_stack.last().map(|a| a.description())
}
/// Get the description of the next action to redo
pub fn redo_description(&self) -> Option<String> {
self.redo_stack.last().map(|a| a.description())
}
/// Get the number of actions in the undo stack
pub fn undo_depth(&self) -> usize {
self.undo_stack.len()
}
/// Get the number of actions in the redo stack
pub fn redo_depth(&self) -> usize {
self.redo_stack.len()
}
/// Clear all undo/redo history
pub fn clear_history(&mut self) {
self.undo_stack.clear();
self.redo_stack.clear();
}
/// Set the maximum undo depth
pub fn set_max_undo_depth(&mut self, depth: usize) {
self.max_undo_depth = depth;
// Trim undo stack if needed
if self.undo_stack.len() > depth {
let remove_count = self.undo_stack.len() - depth;
self.undo_stack.drain(0..remove_count);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
// Test action that just tracks execute/rollback calls
struct TestAction {
description: String,
executed: bool,
}
impl TestAction {
fn new(description: &str) -> Self {
Self {
description: description.to_string(),
executed: false,
}
}
}
impl Action for TestAction {
fn execute(&mut self, _document: &mut Document) {
self.executed = true;
}
fn rollback(&mut self, _document: &mut Document) {
self.executed = false;
}
fn description(&self) -> String {
self.description.clone()
}
}
#[test]
fn test_action_executor_basic() {
let document = Document::new("Test");
let mut executor = ActionExecutor::new(document);
assert!(!executor.can_undo());
assert!(!executor.can_redo());
// Execute an action
let action = Box::new(TestAction::new("Test Action"));
executor.execute(action);
assert!(executor.can_undo());
assert!(!executor.can_redo());
assert_eq!(executor.undo_depth(), 1);
// Undo
assert!(executor.undo());
assert!(!executor.can_undo());
assert!(executor.can_redo());
assert_eq!(executor.redo_depth(), 1);
// Redo
assert!(executor.redo());
assert!(executor.can_undo());
assert!(!executor.can_redo());
}
#[test]
fn test_action_descriptions() {
let document = Document::new("Test");
let mut executor = ActionExecutor::new(document);
executor.execute(Box::new(TestAction::new("Action 1")));
executor.execute(Box::new(TestAction::new("Action 2")));
assert_eq!(executor.undo_description(), Some("Action 2".to_string()));
executor.undo();
assert_eq!(executor.redo_description(), Some("Action 2".to_string()));
assert_eq!(executor.undo_description(), Some("Action 1".to_string()));
}
#[test]
fn test_new_action_clears_redo() {
let document = Document::new("Test");
let mut executor = ActionExecutor::new(document);
executor.execute(Box::new(TestAction::new("Action 1")));
executor.execute(Box::new(TestAction::new("Action 2")));
executor.undo();
assert!(executor.can_redo());
// Execute new action should clear redo stack
executor.execute(Box::new(TestAction::new("Action 3")));
assert!(!executor.can_redo());
assert_eq!(executor.undo_depth(), 2);
}
#[test]
fn test_max_undo_depth() {
let document = Document::new("Test");
let mut executor = ActionExecutor::new(document);
executor.set_max_undo_depth(3);
executor.execute(Box::new(TestAction::new("Action 1")));
executor.execute(Box::new(TestAction::new("Action 2")));
executor.execute(Box::new(TestAction::new("Action 3")));
executor.execute(Box::new(TestAction::new("Action 4")));
// Should only keep last 3
assert_eq!(executor.undo_depth(), 3);
assert_eq!(executor.undo_description(), Some("Action 4".to_string()));
}
}

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@ -0,0 +1,8 @@
//! Action implementations for document editing
//!
//! This module contains all the concrete action types that can be executed
//! through the action system.
pub mod move_objects;
pub use move_objects::MoveObjectsAction;

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@ -0,0 +1,131 @@
//! Move objects action
//!
//! Handles moving one or more objects to new positions.
use crate::action::Action;
use crate::document::Document;
use crate::layer::AnyLayer;
use std::collections::HashMap;
use uuid::Uuid;
use vello::kurbo::Point;
/// Action that moves objects to new positions
pub struct MoveObjectsAction {
/// Layer ID containing the objects
layer_id: Uuid,
/// Map of object IDs to their old and new positions
object_positions: HashMap<Uuid, (Point, Point)>, // (old_pos, new_pos)
}
impl MoveObjectsAction {
/// Create a new move objects action
///
/// # Arguments
///
/// * `layer_id` - The layer containing the objects
/// * `object_positions` - Map of object IDs to (old_position, new_position)
pub fn new(layer_id: Uuid, object_positions: HashMap<Uuid, (Point, Point)>) -> Self {
Self {
layer_id,
object_positions,
}
}
}
impl Action for MoveObjectsAction {
fn execute(&mut self, document: &mut Document) {
let layer = match document.get_layer_mut(&self.layer_id) {
Some(l) => l,
None => return,
};
if let AnyLayer::Vector(vector_layer) = layer {
for (object_id, (_old, new)) in &self.object_positions {
vector_layer.modify_object_internal(object_id, |obj| {
obj.transform.x = new.x;
obj.transform.y = new.y;
});
}
}
}
fn rollback(&mut self, document: &mut Document) {
let layer = match document.get_layer_mut(&self.layer_id) {
Some(l) => l,
None => return,
};
if let AnyLayer::Vector(vector_layer) = layer {
for (object_id, (old, _new)) in &self.object_positions {
vector_layer.modify_object_internal(object_id, |obj| {
obj.transform.x = old.x;
obj.transform.y = old.y;
});
}
}
}
fn description(&self) -> String {
let count = self.object_positions.len();
if count == 1 {
"Move object".to_string()
} else {
format!("Move {} objects", count)
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::layer::VectorLayer;
use crate::object::Object;
use crate::shape::Shape;
use vello::kurbo::{Circle, Shape as KurboShape};
#[test]
fn test_move_objects_action() {
// Create a document with a test object
let mut document = Document::new("Test");
let circle = Circle::new((100.0, 100.0), 50.0);
let path = circle.to_path(0.1);
let shape = Shape::new(path);
let object = Object::new(shape.id).with_position(50.0, 50.0);
let mut vector_layer = VectorLayer::new("Layer 1");
vector_layer.add_shape(shape);
let object_id = vector_layer.add_object(object);
let layer_id = document.root.add_child(AnyLayer::Vector(vector_layer));
// Create move action
let mut positions = HashMap::new();
positions.insert(
object_id,
(Point::new(50.0, 50.0), Point::new(150.0, 200.0))
);
let mut action = MoveObjectsAction::new(layer_id, positions);
// Execute
action.execute(&mut document);
// Verify position changed
if let Some(AnyLayer::Vector(layer)) = document.get_layer(&layer_id) {
let obj = layer.get_object(&object_id).unwrap();
assert_eq!(obj.transform.x, 150.0);
assert_eq!(obj.transform.y, 200.0);
}
// Rollback
action.rollback(&mut document);
// Verify position restored
if let Some(AnyLayer::Vector(layer)) = document.get_layer(&layer_id) {
let obj = layer.get_object(&object_id).unwrap();
assert_eq!(obj.transform.x, 50.0);
assert_eq!(obj.transform.y, 50.0);
}
}
}

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@ -169,6 +169,29 @@ impl Document {
layer.visible && layer.contains_time(self.current_time)
})
}
/// Get a layer by ID
pub fn get_layer(&self, id: &Uuid) -> Option<&AnyLayer> {
self.root.get_child(id)
}
// === MUTATION METHODS (pub(crate) - only accessible to action module) ===
/// Get mutable access to the root graphics object
///
/// This method is intentionally `pub(crate)` to ensure mutations
/// only happen through the action system.
pub(crate) fn root_mut(&mut self) -> &mut GraphicsObject {
&mut self.root
}
/// Get mutable access to a layer by ID
///
/// This method is intentionally `pub(crate)` to ensure mutations
/// only happen through the action system.
pub(crate) fn get_layer_mut(&mut self, id: &Uuid) -> Option<&mut AnyLayer> {
self.root.get_child_mut(id)
}
}
#[cfg(test)]

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@ -0,0 +1,255 @@
//! Hit testing for selection and interaction
//!
//! Provides functions for testing if points or rectangles intersect with
//! shapes and objects, taking into account transform hierarchies.
use crate::layer::VectorLayer;
use crate::object::Object;
use crate::shape::Shape;
use uuid::Uuid;
use vello::kurbo::{Affine, Point, Rect, Shape as KurboShape};
/// Hit test a layer at a specific point
///
/// Tests objects in reverse order (front to back) and returns the first hit.
/// Combines parent_transform with object transforms for hierarchical testing.
///
/// # Arguments
///
/// * `layer` - The vector layer to test
/// * `point` - The point to test in screen/canvas space
/// * `tolerance` - Additional tolerance in pixels for stroke hit testing
/// * `parent_transform` - Transform from parent GraphicsObject(s)
///
/// # Returns
///
/// The UUID of the first object hit, or None if no hit
pub fn hit_test_layer(
layer: &VectorLayer,
point: Point,
tolerance: f64,
parent_transform: Affine,
) -> Option<Uuid> {
// Test objects in reverse order (back to front in Vec = front to back for hit testing)
for object in layer.objects.iter().rev() {
// Get the shape for this object
let shape = layer.get_shape(&object.shape_id)?;
// Combine parent transform with object transform
let combined_transform = parent_transform * object.to_affine();
if hit_test_shape(shape, point, tolerance, combined_transform) {
return Some(object.id);
}
}
None
}
/// Hit test a single shape with a given transform
///
/// Tests if a point hits the shape, considering both fill and stroke.
///
/// # Arguments
///
/// * `shape` - The shape to test
/// * `point` - The point to test in screen/canvas space
/// * `tolerance` - Additional tolerance in pixels for stroke hit testing
/// * `transform` - The combined transform to apply to the shape
///
/// # Returns
///
/// true if the point hits the shape, false otherwise
pub fn hit_test_shape(
shape: &Shape,
point: Point,
tolerance: f64,
transform: Affine,
) -> bool {
// Transform point to shape's local space
// We need the inverse transform to go from screen space to shape space
let inverse_transform = transform.inverse();
let local_point = inverse_transform * point;
// Check if point is inside filled path
if shape.fill_color.is_some() {
if shape.path().contains(local_point) {
return true;
}
}
// Check stroke bounds if has stroke
if let Some(stroke_style) = &shape.stroke_style {
let stroke_tolerance = stroke_style.width / 2.0 + tolerance;
// For stroke hit testing, we need to check if the point is within
// stroke_tolerance distance of the path
// kurbo's winding() method can be used, or we can check bounding box first
// Quick bounding box check with stroke tolerance
let bbox = shape.path().bounding_box();
let expanded_bbox = bbox.inflate(stroke_tolerance, stroke_tolerance);
if !expanded_bbox.contains(local_point) {
return false;
}
// For more accurate stroke hit testing, we would need to:
// 1. Stroke the path with the stroke width
// 2. Check if the point is contained in the stroked outline
// For now, we do a simpler bounding box check
// TODO: Implement accurate stroke hit testing using kurbo's stroke functionality
// Simple approach: if within expanded bbox, consider it a hit for now
return true;
}
false
}
/// Hit test objects within a rectangle (for marquee selection)
///
/// Returns all objects whose bounding boxes intersect with the given rectangle.
///
/// # Arguments
///
/// * `layer` - The vector layer to test
/// * `rect` - The selection rectangle in screen/canvas space
/// * `parent_transform` - Transform from parent GraphicsObject(s)
///
/// # Returns
///
/// Vector of UUIDs for all objects that intersect the rectangle
pub fn hit_test_objects_in_rect(
layer: &VectorLayer,
rect: Rect,
parent_transform: Affine,
) -> Vec<Uuid> {
let mut hits = Vec::new();
for object in &layer.objects {
// Get the shape for this object
if let Some(shape) = layer.get_shape(&object.shape_id) {
// Combine parent transform with object transform
let combined_transform = parent_transform * object.to_affine();
// Get shape bounding box in local space
let bbox = shape.path().bounding_box();
// Transform bounding box to screen space
let transformed_bbox = combined_transform.transform_rect_bbox(bbox);
// Check if rectangles intersect
if rect.intersect(transformed_bbox).area() > 0.0 {
hits.push(object.id);
}
}
}
hits
}
/// Get the bounding box of an object in screen space
///
/// # Arguments
///
/// * `object` - The object to get bounds for
/// * `shape` - The shape definition
/// * `parent_transform` - Transform from parent GraphicsObject(s)
///
/// # Returns
///
/// The bounding box in screen/canvas space
pub fn get_object_bounds(
object: &Object,
shape: &Shape,
parent_transform: Affine,
) -> Rect {
let combined_transform = parent_transform * object.to_affine();
let local_bbox = shape.path().bounding_box();
combined_transform.transform_rect_bbox(local_bbox)
}
#[cfg(test)]
mod tests {
use super::*;
use crate::shape::ShapeColor;
use vello::kurbo::{Circle, Shape as KurboShape};
#[test]
fn test_hit_test_simple_circle() {
let mut layer = VectorLayer::new("Test Layer");
// Create a circle at (100, 100) with radius 50
let circle = Circle::new((100.0, 100.0), 50.0);
let path = circle.to_path(0.1);
let shape = Shape::new(path).with_fill(ShapeColor::rgb(255, 0, 0));
let object = Object::new(shape.id);
layer.add_shape(shape);
layer.add_object(object);
// Test hit inside circle
let hit = hit_test_layer(&layer, Point::new(100.0, 100.0), 0.0, Affine::IDENTITY);
assert!(hit.is_some());
// Test miss outside circle
let miss = hit_test_layer(&layer, Point::new(200.0, 200.0), 0.0, Affine::IDENTITY);
assert!(miss.is_none());
}
#[test]
fn test_hit_test_with_transform() {
let mut layer = VectorLayer::new("Test Layer");
// Create a circle at origin
let circle = Circle::new((0.0, 0.0), 50.0);
let path = circle.to_path(0.1);
let shape = Shape::new(path).with_fill(ShapeColor::rgb(255, 0, 0));
// Create object with translation
let object = Object::new(shape.id).with_position(100.0, 100.0);
layer.add_shape(shape);
layer.add_object(object);
// Test hit at translated position
let hit = hit_test_layer(&layer, Point::new(100.0, 100.0), 0.0, Affine::IDENTITY);
assert!(hit.is_some());
// Test miss at origin (where shape is defined, but object is translated)
let miss = hit_test_layer(&layer, Point::new(0.0, 0.0), 0.0, Affine::IDENTITY);
assert!(miss.is_none());
}
#[test]
fn test_marquee_selection() {
let mut layer = VectorLayer::new("Test Layer");
// Create two circles
let circle1 = Circle::new((50.0, 50.0), 20.0);
let path1 = circle1.to_path(0.1);
let shape1 = Shape::new(path1).with_fill(ShapeColor::rgb(255, 0, 0));
let object1 = Object::new(shape1.id);
let circle2 = Circle::new((150.0, 150.0), 20.0);
let path2 = circle2.to_path(0.1);
let shape2 = Shape::new(path2).with_fill(ShapeColor::rgb(0, 255, 0));
let object2 = Object::new(shape2.id);
layer.add_shape(shape1);
layer.add_object(object1);
layer.add_shape(shape2);
layer.add_object(object2);
// Marquee that contains both circles
let rect = Rect::new(0.0, 0.0, 200.0, 200.0);
let hits = hit_test_objects_in_rect(&layer, rect, Affine::IDENTITY);
assert_eq!(hits.len(), 2);
// Marquee that contains only first circle
let rect = Rect::new(0.0, 0.0, 100.0, 100.0);
let hits = hit_test_objects_in_rect(&layer, rect, Affine::IDENTITY);
assert_eq!(hits.len(), 1);
}
}

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@ -158,6 +158,68 @@ impl VectorLayer {
pub fn get_object_mut(&mut self, id: &Uuid) -> Option<&mut Object> {
self.objects.iter_mut().find(|o| &o.id == id)
}
// === MUTATION METHODS (pub(crate) - only accessible to action module) ===
/// Add a shape to this layer (internal, for actions only)
///
/// This method is intentionally `pub(crate)` to ensure mutations
/// only happen through the action system.
pub(crate) fn add_shape_internal(&mut self, shape: Shape) -> Uuid {
let id = shape.id;
self.shapes.push(shape);
id
}
/// Add an object to this layer (internal, for actions only)
///
/// This method is intentionally `pub(crate)` to ensure mutations
/// only happen through the action system.
pub(crate) fn add_object_internal(&mut self, object: Object) -> Uuid {
let id = object.id;
self.objects.push(object);
id
}
/// Remove a shape from this layer (internal, for actions only)
///
/// Returns the removed shape if found.
/// This method is intentionally `pub(crate)` to ensure mutations
/// only happen through the action system.
pub(crate) fn remove_shape_internal(&mut self, id: &Uuid) -> Option<Shape> {
if let Some(index) = self.shapes.iter().position(|s| &s.id == id) {
Some(self.shapes.remove(index))
} else {
None
}
}
/// Remove an object from this layer (internal, for actions only)
///
/// Returns the removed object if found.
/// This method is intentionally `pub(crate)` to ensure mutations
/// only happen through the action system.
pub(crate) fn remove_object_internal(&mut self, id: &Uuid) -> Option<Object> {
if let Some(index) = self.objects.iter().position(|o| &o.id == id) {
Some(self.objects.remove(index))
} else {
None
}
}
/// Modify an object in place (internal, for actions only)
///
/// Applies the given function to the object if found.
/// This method is intentionally `pub(crate)` to ensure mutations
/// only happen through the action system.
pub(crate) fn modify_object_internal<F>(&mut self, id: &Uuid, f: F)
where
F: FnOnce(&mut Object),
{
if let Some(object) = self.get_object_mut(id) {
f(object);
}
}
}
/// Audio layer (placeholder for future implementation)

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@ -11,3 +11,7 @@ pub mod object;
pub mod layer;
pub mod document;
pub mod renderer;
pub mod action;
pub mod actions;
pub mod selection;
pub mod hit_test;

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@ -5,6 +5,7 @@
use serde::{Deserialize, Serialize};
use uuid::Uuid;
use vello::kurbo::Shape as KurboShape;
/// 2D transform for an object
#[derive(Clone, Debug, Serialize, Deserialize)]
@ -170,6 +171,20 @@ impl Object {
self.transform.set_position(x, y);
self
}
/// Convert object transform to affine matrix
pub fn to_affine(&self) -> kurbo::Affine {
self.transform.to_affine()
}
/// Get the bounding box of this object given its shape
///
/// Returns the bounding box in the object's parent coordinate space
/// (i.e., with the object's transform applied).
pub fn bounding_box(&self, shape: &crate::shape::Shape) -> kurbo::Rect {
let path_bbox = shape.path().bounding_box();
self.to_affine().transform_rect_bbox(path_bbox)
}
}
#[cfg(test)]

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@ -0,0 +1,223 @@
//! Selection state management
//!
//! Tracks selected objects and shapes for editing operations.
use serde::{Deserialize, Serialize};
use uuid::Uuid;
/// Selection state for the editor
///
/// Maintains sets of selected objects and shapes.
/// This is separate from the document to make it easy to
/// pass around for UI rendering without needing mutable access.
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
pub struct Selection {
/// Currently selected objects (instances)
selected_objects: Vec<Uuid>,
/// Currently selected shapes (definitions)
selected_shapes: Vec<Uuid>,
}
impl Selection {
/// Create a new empty selection
pub fn new() -> Self {
Self {
selected_objects: Vec::new(),
selected_shapes: Vec::new(),
}
}
/// Add an object to the selection
pub fn add_object(&mut self, id: Uuid) {
if !self.selected_objects.contains(&id) {
self.selected_objects.push(id);
}
}
/// Add a shape to the selection
pub fn add_shape(&mut self, id: Uuid) {
if !self.selected_shapes.contains(&id) {
self.selected_shapes.push(id);
}
}
/// Remove an object from the selection
pub fn remove_object(&mut self, id: &Uuid) {
self.selected_objects.retain(|&x| x != *id);
}
/// Remove a shape from the selection
pub fn remove_shape(&mut self, id: &Uuid) {
self.selected_shapes.retain(|&x| x != *id);
}
/// Toggle an object's selection state
pub fn toggle_object(&mut self, id: Uuid) {
if self.contains_object(&id) {
self.remove_object(&id);
} else {
self.add_object(id);
}
}
/// Toggle a shape's selection state
pub fn toggle_shape(&mut self, id: Uuid) {
if self.contains_shape(&id) {
self.remove_shape(&id);
} else {
self.add_shape(id);
}
}
/// Clear all selections
pub fn clear(&mut self) {
self.selected_objects.clear();
self.selected_shapes.clear();
}
/// Clear only object selections
pub fn clear_objects(&mut self) {
self.selected_objects.clear();
}
/// Clear only shape selections
pub fn clear_shapes(&mut self) {
self.selected_shapes.clear();
}
/// Check if an object is selected
pub fn contains_object(&self, id: &Uuid) -> bool {
self.selected_objects.contains(id)
}
/// Check if a shape is selected
pub fn contains_shape(&self, id: &Uuid) -> bool {
self.selected_shapes.contains(id)
}
/// Check if selection is empty
pub fn is_empty(&self) -> bool {
self.selected_objects.is_empty() && self.selected_shapes.is_empty()
}
/// Get the selected objects
pub fn objects(&self) -> &[Uuid] {
&self.selected_objects
}
/// Get the selected shapes
pub fn shapes(&self) -> &[Uuid] {
&self.selected_shapes
}
/// Get the number of selected objects
pub fn object_count(&self) -> usize {
self.selected_objects.len()
}
/// Get the number of selected shapes
pub fn shape_count(&self) -> usize {
self.selected_shapes.len()
}
/// Set selection to a single object (clears previous selection)
pub fn select_only_object(&mut self, id: Uuid) {
self.clear();
self.add_object(id);
}
/// Set selection to a single shape (clears previous selection)
pub fn select_only_shape(&mut self, id: Uuid) {
self.clear();
self.add_shape(id);
}
/// Set selection to multiple objects (clears previous selection)
pub fn select_objects(&mut self, ids: &[Uuid]) {
self.clear_objects();
for &id in ids {
self.add_object(id);
}
}
/// Set selection to multiple shapes (clears previous selection)
pub fn select_shapes(&mut self, ids: &[Uuid]) {
self.clear_shapes();
for &id in ids {
self.add_shape(id);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_selection_creation() {
let selection = Selection::new();
assert!(selection.is_empty());
assert_eq!(selection.object_count(), 0);
assert_eq!(selection.shape_count(), 0);
}
#[test]
fn test_add_remove_objects() {
let mut selection = Selection::new();
let id1 = Uuid::new_v4();
let id2 = Uuid::new_v4();
selection.add_object(id1);
assert_eq!(selection.object_count(), 1);
assert!(selection.contains_object(&id1));
selection.add_object(id2);
assert_eq!(selection.object_count(), 2);
selection.remove_object(&id1);
assert_eq!(selection.object_count(), 1);
assert!(!selection.contains_object(&id1));
assert!(selection.contains_object(&id2));
}
#[test]
fn test_toggle() {
let mut selection = Selection::new();
let id = Uuid::new_v4();
selection.toggle_object(id);
assert!(selection.contains_object(&id));
selection.toggle_object(id);
assert!(!selection.contains_object(&id));
}
#[test]
fn test_select_only() {
let mut selection = Selection::new();
let id1 = Uuid::new_v4();
let id2 = Uuid::new_v4();
selection.add_object(id1);
selection.add_object(id2);
assert_eq!(selection.object_count(), 2);
selection.select_only_object(id1);
assert_eq!(selection.object_count(), 1);
assert!(selection.contains_object(&id1));
assert!(!selection.contains_object(&id2));
}
#[test]
fn test_clear() {
let mut selection = Selection::new();
selection.add_object(Uuid::new_v4());
selection.add_shape(Uuid::new_v4());
assert!(!selection.is_empty());
selection.clear();
assert!(selection.is_empty());
}
}

View File

@ -299,6 +299,14 @@ impl Shape {
self.fill_rule = rule;
self
}
/// Get the base path (first version) for this shape
///
/// This is useful for hit testing and bounding box calculations
/// when shape morphing is not being considered.
pub fn path(&self) -> &BezPath {
&self.versions[0].path
}
}
#[cfg(test)]

View File

@ -3,6 +3,9 @@
/// Defines the available drawing/editing tools
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use uuid::Uuid;
use vello::kurbo::Point;
/// Drawing and editing tools
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
@ -24,6 +27,86 @@ pub enum Tool {
Eyedropper,
}
/// Tool state tracking for interactive operations
#[derive(Debug, Clone)]
pub enum ToolState {
/// Tool is idle (no operation in progress)
Idle,
/// Drawing a freehand path
DrawingPath {
points: Vec<Point>,
simplify_mode: SimplifyMode,
},
/// Dragging selected objects
DraggingSelection {
start_pos: Point,
start_mouse: Point,
original_positions: HashMap<Uuid, Point>,
},
/// Creating a marquee selection rectangle
MarqueeSelecting {
start: Point,
current: Point,
},
/// Creating a rectangle shape
CreatingRectangle {
start_corner: Point,
current_corner: Point,
},
/// Creating an ellipse shape
CreatingEllipse {
center: Point,
current_point: Point,
},
/// Transforming selected objects (scale, rotate)
Transforming {
mode: TransformMode,
original_transforms: HashMap<Uuid, crate::object::Transform>,
pivot: Point,
},
}
/// Path simplification mode for the draw tool
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum SimplifyMode {
/// Ramer-Douglas-Peucker corner detection
Corners,
/// Schneider curve fitting for smooth curves
Smooth,
/// No simplification (use raw points)
Verbatim,
}
/// Transform mode for the transform tool
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum TransformMode {
/// Scale from a corner
ScaleCorner { origin: Point },
/// Scale along an edge
ScaleEdge { axis: Axis, origin: Point },
/// Rotate around a pivot
Rotate { center: Point },
}
/// Axis for edge scaling
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Axis {
Horizontal,
Vertical,
}
impl Default for ToolState {
fn default() -> Self {
Self::Idle
}
}
impl Tool {
/// Get display name for the tool
pub fn display_name(self) -> &'static str {

View File

@ -35,3 +35,4 @@ resvg = { workspace = true }
pollster = { workspace = true }
lightningcss = "1.0.0-alpha.68"
clap = { version = "4.5", features = ["derive"] }
uuid = { version = "1.0", features = ["v4", "serde"] }

View File

@ -0,0 +1,759 @@
# Tool Integration Implementation Plan
*Updated with correct architecture patterns from JS codebase*
## Architecture Overview
**Type-Safe Action System**: Document mutations only through `Action` trait
- Read: Public via `ActionExecutor::document()`
- Write: Only via `pub(crate)` methods in action implementations
- Enforcement: Rust's module privacy system
**Key Corrections**:
- ✅ GraphicsObject nesting (recursive hit testing)
- ✅ Shape tools create `Shape` + `Object`, add to active `VectorLayer`
- ✅ Tools only work on `VectorLayer` (check `active_layer.type`)
- ✅ Path fitting uses JS algorithms (RDP or Schneider)
- ✅ Paint bucket uses vector flood fill with quadtree
---
## Phase 1: Action System Foundation
### 1.1 Create Action System Core
**File: `lightningbeam-core/src/action.rs`**
```rust
pub trait Action: Send {
fn execute(&mut self, document: &mut Document);
fn rollback(&mut self, document: &mut Document);
fn description(&self) -> String;
}
pub struct ActionExecutor {
document: Document,
undo_stack: Vec<Box<dyn Action>>,
redo_stack: Vec<Box<dyn Action>>,
}
```
Methods:
- `document(&self) -> &Document` - Read-only access
- `execute(&mut self, Box<dyn Action>)` - Execute + push to undo
- `undo(&mut self) -> bool` - Pop and rollback
- `redo(&mut self) -> bool` - Re-execute from redo stack
### 1.2 Update Document for Controlled Access
**File: `lightningbeam-core/src/document.rs`**
Add `pub(crate)` mutation methods:
- `root_mut() -> &mut GraphicsObject`
- `get_layer_mut(&self, id: &Uuid) -> Option<&mut AnyLayer>`
- Keep all fields private
- Keep existing public read methods
### 1.3 Update Layer for Shape Operations
**File: `lightningbeam-core/src/layer.rs`**
Add `pub(crate)` methods to `VectorLayer`:
- `add_shape_internal(&mut self, shape: Shape) -> Uuid`
- `add_object_internal(&mut self, object: Object) -> Uuid`
- `remove_shape_internal(&mut self, id: &Uuid) -> Option<Shape>`
- `remove_object_internal(&mut self, id: &Uuid) -> Option<Object>`
- `modify_object_internal(&mut self, id: &Uuid, f: impl FnOnce(&mut Object))`
### 1.4 Integrate ActionExecutor into EditorApp
**File: `lightningbeam-editor/src/main.rs`**
- Replace `document: Document` with `action_executor: ActionExecutor`
- Add `active_layer_id: Option<Uuid>` to track current layer
- Update `SharedPaneState` to pass `document: &Document` (read-only)
- Add `execute_action(&mut self, action: Box<dyn Action>)` method
- Wire Ctrl+Z / Ctrl+Shift+Z to undo/redo
---
## Phase 2: Selection System
### 2.1 Create Selection State
**File: `lightningbeam-core/src/selection.rs`**
```rust
pub struct Selection {
selected_objects: Vec<Uuid>,
selected_shapes: Vec<Uuid>,
}
```
Methods: `add`, `remove`, `clear`, `contains`, `is_empty`, `objects()`, `shapes()`
### 2.2 Add to Editor State
Add to `EditorApp`:
- `selection: Selection`
- Pass through `SharedPaneState` (read-only for rendering, mutable for tools)
---
## Phase 3: Hit Testing Infrastructure
### 3.1 Hit Test Module
**File: `lightningbeam-core/src/hit_test.rs`**
**Recursive Hit Testing through GraphicsObject hierarchy:**
```rust
pub fn hit_test_layer(
layer: &VectorLayer,
point: Point,
tolerance: f64,
parent_transform: Affine,
) -> Option<Uuid> {
// Hit test objects in this layer
for object in layer.objects.iter().rev() { // Back to front
let shape = layer.get_shape(&object.shape_id)?;
// Combine parent transform with object transform
let combined_transform = parent_transform * object.to_affine();
if hit_test_shape(shape, point, tolerance, combined_transform) {
return Some(object.id);
}
}
None
}
fn hit_test_shape(
shape: &Shape,
point: Point,
tolerance: f64,
transform: Affine,
) -> bool {
// Transform point to shape's local space
let inverse_transform = transform.inverse();
let local_point = inverse_transform * point;
// Check if point is inside path (kurbo's contains())
if shape.path.contains(local_point) {
return true;
}
// Check stroke bounds if has stroke
if shape.stroke_style.is_some() {
let stroke_tolerance = shape.stroke_style.unwrap().width / 2.0 + tolerance;
// Check distance to path
// Use kurbo path methods for nearest point
}
false
}
```
**Rectangle Hit Testing:**
```rust
pub fn hit_test_objects_in_rect(
layer: &VectorLayer,
rect: Rect,
parent_transform: Affine,
) -> Vec<Uuid> {
let mut hits = Vec::new();
for object in &layer.objects {
let shape = layer.get_shape(&object.shape_id).unwrap();
let combined_transform = parent_transform * object.to_affine();
let bbox = shape.path.bounding_box();
let transformed_bbox = combined_transform.transform_rect_bbox(bbox);
if rect.intersect(transformed_bbox).area() > 0.0 {
hits.push(object.id);
}
}
hits
}
```
### 3.2 Bounding Box Calculation
Add to `lightningbeam-core/src/object.rs`:
```rust
impl Object {
pub fn bounding_box(&self, shape: &Shape) -> Rect {
let path_bbox = shape.path.bounding_box();
self.to_affine().transform_rect_bbox(path_bbox)
}
}
```
---
## Phase 4: Tool State Management
### 4.1 Tool State Enum
**File: `lightningbeam-core/src/tool.rs`**
```rust
pub enum ToolState {
Idle,
DrawingPath {
points: Vec<Point>,
simplify_mode: SimplifyMode, // "corners" | "smooth" | "verbatim"
},
DraggingSelection {
start_pos: Point,
start_mouse: Point,
original_transforms: HashMap<Uuid, Transform>,
},
MarqueeSelecting {
start: Point,
current: Point,
},
CreatingRectangle {
start_corner: Point,
current_corner: Point,
},
CreatingEllipse {
center: Point,
current_point: Point,
},
Transforming {
mode: TransformMode,
original_transforms: HashMap<Uuid, Transform>,
pivot: Point,
},
}
pub enum SimplifyMode {
Corners, // Ramer-Douglas-Peucker
Smooth, // Schneider curve fitting
Verbatim, // No simplification
}
```
Add to `EditorApp`: `tool_state: ToolState`
---
## Phase 5: Select Tool
### 5.1 Active Layer Validation
**All tools check:**
```rust
// In Stage.handle_tool_input()
let Some(active_layer_id) = shared.active_layer_id else {
return None; // No active layer
};
let active_layer = shared.document.get_layer(active_layer_id)?;
// Only work on VectorLayer
let AnyLayer::Vector(vector_layer) = active_layer else {
return None; // Not a vector layer
};
```
### 5.2 Click Selection
**Mouse Down:**
- Hit test at click position using recursive `hit_test_layer()`
- If object found:
- If Shift: toggle in selection
- Else: replace selection with clicked object
- If already selected: enter `DraggingSelection` state
- If nothing found: enter `MarqueeSelecting` state
**Mouse Drag (when dragging selection):**
- Calculate delta from start_mouse
- Update object positions (temporary, for preview)
- Re-render with updated positions
**Mouse Up:**
- If was dragging: create `MoveObjectsAction`
- If was marquee: select objects in rectangle
### 5.3 Move Objects Action
**File: `lightningbeam-core/src/actions/move_objects.rs`**
```rust
pub struct MoveObjectsAction {
layer_id: Uuid,
object_transforms: HashMap<Uuid, (Transform, Transform)>, // (old, new)
}
impl Action for MoveObjectsAction {
fn execute(&mut self, document: &mut Document) {
let layer = document.get_layer_mut(&self.layer_id).unwrap();
if let AnyLayer::Vector(vector_layer) = layer {
for (object_id, (_old, new)) in &self.object_transforms {
vector_layer.modify_object_internal(object_id, |obj| {
obj.transform = new.clone();
});
}
}
}
fn rollback(&mut self, document: &mut Document) {
let layer = document.get_layer_mut(&self.layer_id).unwrap();
if let AnyLayer::Vector(vector_layer) = layer {
for (object_id, (old, _new)) in &self.object_transforms {
vector_layer.modify_object_internal(object_id, |obj| {
obj.transform = old.clone();
});
}
}
}
}
```
### 5.4 Selection Rendering
In `VelloCallback::prepare()`:
- After rendering document
- For each selected object ID:
- Get object and its shape from active layer
- Calculate bounding box (with transform)
- Draw selection outline (blue, 2px stroke)
---
## Phase 6: Rectangle & Ellipse Tools
### 6.1 Add Shape Action
**File: `lightningbeam-core/src/actions/add_shape.rs`**
```rust
pub struct AddShapeAction {
layer_id: Uuid,
shape: Shape,
object: Object,
created_shape_id: Option<Uuid>,
created_object_id: Option<Uuid>,
}
impl Action for AddShapeAction {
fn execute(&mut self, document: &mut Document) {
let layer = document.get_layer_mut(&self.layer_id).unwrap();
if let AnyLayer::Vector(vector_layer) = layer {
let shape_id = vector_layer.add_shape_internal(self.shape.clone());
let object_id = vector_layer.add_object_internal(self.object.clone());
self.created_shape_id = Some(shape_id);
self.created_object_id = Some(object_id);
}
}
fn rollback(&mut self, document: &mut Document) {
if let (Some(shape_id), Some(object_id)) = (self.created_shape_id, self.created_object_id) {
let layer = document.get_layer_mut(&self.layer_id).unwrap();
if let AnyLayer::Vector(vector_layer) = layer {
vector_layer.remove_object_internal(&object_id);
vector_layer.remove_shape_internal(&shape_id);
}
}
}
}
```
### 6.2 Rectangle Tool
**Mouse Down:** Enter `CreatingRectangle { start_corner, current_corner }`
**Mouse Drag:**
- Update current_corner
- If Shift: constrain to square (equal width/height)
- Create preview path: `Rect::from_points(start, current).to_path()`
- Render preview with dashed stroke
**Mouse Up:**
- Create `Shape` with rectangle path
- Create `Object` at (0, 0) with shape_id
- Return `AddShapeAction { layer_id, shape, object }`
### 6.3 Ellipse Tool
**Mouse Down:** Enter `CreatingEllipse { center, current_point }`
**Mouse Drag:**
- Calculate radii from center to current_point
- If Shift: constrain to circle (equal radii)
- Create preview: `Circle::new(center, radius).to_path()`
- Render preview
**Mouse Up:**
- Create `Shape` with ellipse path
- Create `Object` with shape_id
- Return `AddShapeAction`
---
## Phase 7: Draw/Pen Tool
### 7.1 Path Fitting Module
**File: `lightningbeam-core/src/path_fitting.rs`**
**Implement two algorithms from JS:**
#### A. Ramer-Douglas-Peucker Simplification
```rust
pub fn simplify_rdp(points: &[Point], tolerance: f64) -> Vec<Point> {
// Port from /src/simplify.js
// 1. Radial distance filter first
// 2. Then Douglas-Peucker recursive simplification
// Tolerance: 10 (squared internally)
}
```
#### B. Schneider Curve Fitting
```rust
pub fn fit_bezier_curves(points: &[Point], max_error: f64) -> BezPath {
// Port from /src/fit-curve.js
// Based on Graphics Gems algorithm
// 1. Chord-length parameterization
// 2. Least-squares fit for control points
// 3. Newton-Raphson refinement (max 20 iterations)
// 4. Recursive split at max error point if needed
// max_error: 30
}
```
### 7.2 Draw Tool Implementation
**Mouse Down:** Enter `DrawingPath { points: vec![start], simplify_mode }`
**Mouse Drag:**
- Add point if distance from last point > threshold (2-5 pixels)
- Build preview path from points
- Render preview
**Mouse Up:**
- Based on `simplify_mode`:
- **Corners**: Apply RDP simplification (tolerance=10), then create mid-point Beziers
- **Smooth**: Apply Schneider curve fitting (error=30)
- **Verbatim**: Use points as-is
- Create `Shape` with fitted path
- Create `Object` with shape_id
- Return `AddShapeAction`
**Simplify Mode Setting:**
Add to `EditorApp`: `pen_simplify_mode: SimplifyMode`
Show in info panel / toolbar
---
## Phase 8: Transform Tool
### 8.1 Transform Handles
In `VelloCallback::prepare()` when `Tool::Transform` and selection non-empty:
Calculate selection bbox (union of all selected object bboxes):
```rust
let mut bbox = Rect::ZERO;
for object_id in selection.objects() {
let object = get_object(object_id);
let shape = get_shape(object.shape_id);
bbox = bbox.union(object.bounding_box(shape));
}
```
Render 8 handles + rotation handle:
- 4 corners (8x8 squares) → scale from opposite corner
- 4 edge midpoints → scale along axis
- 1 rotation handle (circle, 20px above top edge)
- Bounding box outline
### 8.2 Handle Hit Testing
```rust
fn hit_test_transform_handle(
point: Point,
bbox: Rect,
tolerance: f64,
) -> Option<TransformMode> {
// Check rotation handle first
let rotation_handle = Point::new(bbox.center().x, bbox.min_y() - 20.0);
if point.distance(rotation_handle) < tolerance {
return Some(TransformMode::Rotate { center: bbox.center() });
}
// Check corner handles
let corners = [bbox.origin(), /* ... */];
for (i, corner) in corners.iter().enumerate() {
if point.distance(*corner) < tolerance {
let opposite = corners[(i + 2) % 4];
return Some(TransformMode::ScaleCorner { origin: opposite });
}
}
// Check edge handles
// ...
}
```
### 8.3 Transform Interaction
**Mouse Down on handle:**
- Enter `Transforming { mode, original_transforms, pivot }`
**Mouse Drag:**
- Calculate new transform based on mode:
- **ScaleCorner**: Compute scale from opposite corner
- **ScaleEdge**: Scale along one axis
- **Rotate**: Compute angle from pivot to cursor
- Apply to all selected objects (preview)
**Mouse Up:**
- Create `TransformObjectsAction`
- Return for execution
### 8.4 Transform Action
**File: `lightningbeam-core/src/actions/transform.rs`**
```rust
pub struct TransformObjectsAction {
layer_id: Uuid,
object_transforms: HashMap<Uuid, (Transform, Transform)>, // (old, new)
}
```
Similar to MoveObjectsAction but updates full Transform struct.
---
## Phase 9: Paint Bucket Tool
### 9.1 Quadtree for Curve Indexing
**File: `lightningbeam-core/src/quadtree.rs`**
Port from JS (`/src/utils.js`):
```rust
pub struct Quadtree {
bounds: Rect,
capacity: usize,
curves: Vec<(BezPath, usize)>, // (curve, index)
subdivided: bool,
// children: [Box<Quadtree>; 4]
}
impl Quadtree {
pub fn insert(&mut self, curve: BezPath, index: usize);
pub fn query(&self, range: Rect) -> Vec<usize>; // Return curve indices
}
```
### 9.2 Vector Flood Fill
**File: `lightningbeam-core/src/flood_fill.rs`**
Port from JS (`/src/utils.js` lines 173-307):
```rust
pub struct FloodFillRegion {
start_point: Point,
epsilon: f64, // Gap closing tolerance (default: 5)
canvas_bounds: Rect,
}
impl FloodFillRegion {
pub fn fill(
&self,
shapes: &[Shape], // All visible shapes on layer
) -> Result<Vec<Point>, String> {
// 1. Build quadtree for all curves in all shapes
// 2. Stack-based flood fill
// 3. For each point:
// - Check if near any curve (using quadtree query + projection)
// - If near curve (within epsilon): save projection point, stop expanding
// - If not near: expand to 4 neighbors
// 4. Return boundary points (projections on curves)
// 5. If < 10 points found, retry with epsilon=1
}
fn is_near_curve(
&self,
point: Point,
shape: &Shape,
quadtree: &Quadtree,
) -> Option<Point> {
let query_bbox = Rect::new(
point.x - self.epsilon/2.0,
point.y - self.epsilon/2.0,
point.x + self.epsilon/2.0,
point.y + self.epsilon/2.0,
);
for curve_idx in quadtree.query(query_bbox) {
let curve = &shape.curves[curve_idx];
let projection = curve.nearest(point, 0.1); // kurbo's nearest point
if projection.distance_sq < self.epsilon * self.epsilon {
return Some(projection.point);
}
}
None
}
}
```
### 9.3 Point Sorting
```rust
fn sort_points_by_proximity(points: Vec<Point>) -> Vec<Point> {
// Port from JS lines 276-307
// Greedy nearest-neighbor sort to create coherent path
}
```
### 9.4 Paint Bucket Action
**File: `lightningbeam-core/src/actions/paint_bucket.rs`**
```rust
pub struct PaintBucketAction {
layer_id: Uuid,
click_point: Point,
epsilon: f64,
created_shape_id: Option<Uuid>,
created_object_id: Option<Uuid>,
}
impl Action for PaintBucketAction {
fn execute(&mut self, document: &mut Document) {
let layer = document.get_layer(&self.layer_id).unwrap();
let AnyLayer::Vector(vector_layer) = layer else { return };
// Get all shapes in layer
let shapes: Vec<_> = vector_layer.shapes.clone();
// Perform flood fill
let fill_region = FloodFillRegion {
start_point: self.click_point,
epsilon: self.epsilon,
canvas_bounds: Rect::new(0.0, 0.0, document.width, document.height),
};
let boundary_points = fill_region.fill(&shapes)?;
// Sort points by proximity
let sorted_points = sort_points_by_proximity(boundary_points);
// Fit curve with very low error (1.0) for precision
let path = fit_bezier_curves(&sorted_points, 1.0);
// Create filled shape
let shape = Shape::new(path)
.with_fill(/* current fill color */)
.without_stroke();
// Create object
let object = Object::new(shape.id);
// Add to layer
let layer = document.get_layer_mut(&self.layer_id).unwrap();
if let AnyLayer::Vector(vector_layer) = layer {
self.created_shape_id = Some(vector_layer.add_shape_internal(shape));
self.created_object_id = Some(vector_layer.add_object_internal(object));
}
}
fn rollback(&mut self, document: &mut Document) {
// Remove created shape and object
}
}
```
### 9.5 Paint Bucket Tool Handler
In `handle_tool_input()` when `Tool::PaintBucket`:
**Mouse Click:**
- Get click position
- Create `PaintBucketAction { click_point, epsilon: 5.0 }`
- Return action for execution
- Tool stays active for multiple fills
---
## Phase 10: Eyedropper Tool
### 10.1 Color Sampling
In `handle_tool_input()` when `Tool::Eyedropper`:
**Mouse Click:**
- Hit test at cursor position
- If object found:
- Get object's shape
- Read shape's fill_color
- Update `fill_color` in EditorApp
- Show toast/feedback with sampled color
- Tool stays active
**Visual Feedback:**
- Custom cursor showing crosshair
- Color preview circle at cursor
- Display hex value
---
## Implementation Order
### Sprint 1: Foundation (3-4 days)
- [ ] Action system (ActionExecutor, Action trait)
- [ ] Document controlled access (pub(crate) methods)
- [ ] Integrate ActionExecutor into EditorApp
- [ ] Undo/redo shortcuts (Ctrl+Z, Ctrl+Shift+Z)
### Sprint 2: Selection (3-4 days)
- [ ] Selection state struct
- [ ] Recursive hit testing (through GraphicsObject hierarchy)
- [ ] Active layer tracking
- [ ] Selection rendering
- [ ] Click selection
### Sprint 3: Select Tool (4-5 days)
- [ ] Tool state management
- [ ] Stage input handling refactor
- [ ] Layer type validation
- [ ] Drag-to-move (MoveObjectsAction)
- [ ] Marquee selection
### Sprint 4: Shape Tools (4-5 days)
- [ ] AddShapeAction
- [ ] Rectangle tool (with Shift constraint)
- [ ] Ellipse tool (with Shift constraint)
- [ ] Preview rendering
- [ ] Integration with active layer
### Sprint 5: Draw Tool (5-6 days)
- [ ] RDP simplification algorithm
- [ ] Schneider curve fitting algorithm
- [ ] Path fitting module
- [ ] Draw tool with mode selection
- [ ] Preview rendering
### Sprint 6: Transform Tool (5-6 days)
- [ ] Transform handle rendering
- [ ] Handle hit testing
- [ ] Scale operations
- [ ] Rotate operation
- [ ] TransformObjectsAction
### Sprint 7: Paint Bucket (6-7 days)
- [ ] Quadtree implementation
- [ ] Vector flood fill algorithm
- [ ] Point sorting
- [ ] Curve fitting integration
- [ ] PaintBucketAction
### Sprint 8: Polish (2-3 days)
- [ ] Eyedropper tool
- [ ] Tool cursors
- [ ] Edge cases and bugs
**Total: ~6-7 weeks**
---
## Key Architectural Corrections
**GraphicsObject Nesting**: Hit testing uses recursive transform multiplication through parent hierarchy
**Shape Creation**: Tools create `Shape` instances, then `Object` instances pointing to them, add both to `VectorLayer`
**Layer Type Validation**: Check `active_layer` is `VectorLayer` before tool operations
**Path Fitting**: Port exact JS algorithms (RDP tolerance=10, Schneider error=30)
**Paint Bucket**: Vector-based flood fill with quadtree-accelerated curve projection
**Type Safety**: Compile-time enforcement that document mutations only through actions

View File

@ -4,6 +4,7 @@ use lightningbeam_core::pane::PaneType;
use lightningbeam_core::tool::Tool;
use std::collections::HashMap;
use clap::Parser;
use uuid::Uuid;
mod panes;
use panes::{PaneInstance, PaneRenderer, SharedPaneState};
@ -230,7 +231,10 @@ struct EditorApp {
menu_system: Option<MenuSystem>, // Native menu system for event checking
pending_view_action: Option<MenuAction>, // Pending view action (zoom, recenter) to be handled by hovered pane
theme: Theme, // Theme system for colors and dimensions
document: lightningbeam_core::document::Document, // Active document being edited
action_executor: lightningbeam_core::action::ActionExecutor, // Action system for undo/redo
active_layer_id: Option<Uuid>, // Currently active layer for editing
selection: lightningbeam_core::selection::Selection, // Current selection state
tool_state: lightningbeam_core::tool::ToolState, // Current tool interaction state
}
impl EditorApp {
@ -259,7 +263,10 @@ impl EditorApp {
let mut vector_layer = VectorLayer::new("Layer 1");
vector_layer.add_shape(shape);
vector_layer.add_object(object);
document.root.add_child(AnyLayer::Vector(vector_layer));
let layer_id = document.root.add_child(AnyLayer::Vector(vector_layer));
// Wrap document in ActionExecutor
let action_executor = lightningbeam_core::action::ActionExecutor::new(document);
Self {
layouts,
@ -278,7 +285,10 @@ impl EditorApp {
menu_system,
pending_view_action: None,
theme,
document,
action_executor,
active_layer_id: Some(layer_id),
selection: lightningbeam_core::selection::Selection::new(),
tool_state: lightningbeam_core::tool::ToolState::default(),
}
}
@ -361,12 +371,18 @@ impl EditorApp {
// Edit menu
MenuAction::Undo => {
println!("Menu: Undo");
// TODO: Implement undo
if self.action_executor.undo() {
println!("Undid: {}", self.action_executor.redo_description().unwrap_or_default());
} else {
println!("Nothing to undo");
}
}
MenuAction::Redo => {
println!("Menu: Redo");
// TODO: Implement redo
if self.action_executor.redo() {
println!("Redid: {}", self.action_executor.undo_description().unwrap_or_default());
} else {
println!("Nothing to redo");
}
}
MenuAction::Cut => {
println!("Menu: Cut");
@ -571,6 +587,9 @@ impl eframe::App for EditorApp {
// Registry for view action handlers (two-phase dispatch)
let mut pending_handlers: Vec<panes::ViewActionHandler> = Vec::new();
// Registry for actions to execute after rendering (two-phase dispatch)
let mut pending_actions: Vec<Box<dyn lightningbeam_core::action::Action>> = Vec::new();
render_layout_node(
ui,
&mut self.current_layout,
@ -591,7 +610,11 @@ impl eframe::App for EditorApp {
&mut fallback_pane_priority,
&mut pending_handlers,
&self.theme,
&mut self.document,
self.action_executor.document(),
&mut self.selection,
&self.active_layer_id,
&mut self.tool_state,
&mut pending_actions,
);
// Execute action on the best handler (two-phase dispatch)
@ -611,6 +634,11 @@ impl eframe::App for EditorApp {
self.pending_view_action = None;
}
// Execute all pending actions (two-phase dispatch)
for action in pending_actions {
self.action_executor.execute(action);
}
// Set cursor based on hover state
if let Some((_, is_horizontal)) = self.hovered_divider {
if is_horizontal {
@ -669,11 +697,15 @@ fn render_layout_node(
fallback_pane_priority: &mut Option<u32>,
pending_handlers: &mut Vec<panes::ViewActionHandler>,
theme: &Theme,
document: &mut lightningbeam_core::document::Document,
document: &lightningbeam_core::document::Document,
selection: &mut lightningbeam_core::selection::Selection,
active_layer_id: &Option<Uuid>,
tool_state: &mut lightningbeam_core::tool::ToolState,
pending_actions: &mut Vec<Box<dyn lightningbeam_core::action::Action>>,
) {
match node {
LayoutNode::Pane { name } => {
render_pane(ui, name, rect, selected_pane, layout_action, split_preview_mode, icon_cache, tool_icon_cache, selected_tool, fill_color, stroke_color, pane_instances, path, pending_view_action, fallback_pane_priority, pending_handlers, theme, document);
render_pane(ui, name, rect, selected_pane, layout_action, split_preview_mode, icon_cache, tool_icon_cache, selected_tool, fill_color, stroke_color, pane_instances, path, pending_view_action, fallback_pane_priority, pending_handlers, theme, document, selection, active_layer_id, tool_state, pending_actions);
}
LayoutNode::HorizontalGrid { percent, children } => {
// Handle dragging
@ -718,6 +750,10 @@ fn render_layout_node(
pending_handlers,
theme,
document,
selection,
active_layer_id,
tool_state,
pending_actions,
);
let mut right_path = path.clone();
@ -743,6 +779,10 @@ fn render_layout_node(
pending_handlers,
theme,
document,
selection,
active_layer_id,
tool_state,
pending_actions,
);
// Draw divider with interaction
@ -860,6 +900,10 @@ fn render_layout_node(
pending_handlers,
theme,
document,
selection,
active_layer_id,
tool_state,
pending_actions,
);
let mut bottom_path = path.clone();
@ -885,6 +929,10 @@ fn render_layout_node(
pending_handlers,
theme,
document,
selection,
active_layer_id,
tool_state,
pending_actions,
);
// Draw divider with interaction
@ -981,7 +1029,11 @@ fn render_pane(
fallback_pane_priority: &mut Option<u32>,
pending_handlers: &mut Vec<panes::ViewActionHandler>,
theme: &Theme,
document: &mut lightningbeam_core::document::Document,
document: &lightningbeam_core::document::Document,
selection: &mut lightningbeam_core::selection::Selection,
active_layer_id: &Option<Uuid>,
tool_state: &mut lightningbeam_core::tool::ToolState,
pending_actions: &mut Vec<Box<dyn lightningbeam_core::action::Action>>,
) {
let pane_type = PaneType::from_name(pane_name);
@ -1157,6 +1209,10 @@ fn render_pane(
theme,
pending_handlers,
document,
selection,
active_layer_id,
tool_state,
pending_actions,
};
pane_instance.render_header(&mut header_ui, &mut shared);
}
@ -1193,6 +1249,10 @@ fn render_pane(
theme,
pending_handlers,
document,
selection,
active_layer_id,
tool_state,
pending_actions,
};
// Render pane content (header was already rendered above)

File diff suppressed because it is too large Load Diff

View File

@ -43,8 +43,16 @@ pub struct SharedPaneState<'a> {
/// Registry of handlers for the current pending action
/// Panes register themselves here during render, execution happens after
pub pending_handlers: &'a mut Vec<ViewActionHandler>,
/// Active document being edited
pub document: &'a mut lightningbeam_core::document::Document,
/// Active document being edited (read-only, mutations go through actions)
pub document: &'a lightningbeam_core::document::Document,
/// Current selection state (mutable for tools to modify)
pub selection: &'a mut lightningbeam_core::selection::Selection,
/// Currently active layer ID
pub active_layer_id: &'a Option<uuid::Uuid>,
/// Current tool interaction state (mutable for tools to modify)
pub tool_state: &'a mut lightningbeam_core::tool::ToolState,
/// Actions to execute after rendering completes (two-phase dispatch)
pub pending_actions: &'a mut Vec<Box<dyn lightningbeam_core::action::Action>>,
}
/// Trait for pane rendering

View File

@ -197,11 +197,25 @@ struct VelloCallback {
zoom: f32,
instance_id: u64,
document: lightningbeam_core::document::Document,
tool_state: lightningbeam_core::tool::ToolState,
active_layer_id: Option<uuid::Uuid>,
drag_delta: Option<vello::kurbo::Vec2>, // Delta for drag preview (world space)
selection: lightningbeam_core::selection::Selection,
}
impl VelloCallback {
fn new(rect: egui::Rect, pan_offset: egui::Vec2, zoom: f32, instance_id: u64, document: lightningbeam_core::document::Document) -> Self {
Self { rect, pan_offset, zoom, instance_id, document }
fn new(
rect: egui::Rect,
pan_offset: egui::Vec2,
zoom: f32,
instance_id: u64,
document: lightningbeam_core::document::Document,
tool_state: lightningbeam_core::tool::ToolState,
active_layer_id: Option<uuid::Uuid>,
drag_delta: Option<vello::kurbo::Vec2>,
selection: lightningbeam_core::selection::Selection,
) -> Self {
Self { rect, pan_offset, zoom, instance_id, document, tool_state, active_layer_id, drag_delta, selection }
}
}
@ -260,6 +274,141 @@ impl egui_wgpu::CallbackTrait for VelloCallback {
// Render the document to the scene with camera transform
lightningbeam_core::renderer::render_document_with_transform(&self.document, &mut scene, camera_transform);
// Render drag preview objects with transparency
if let (Some(delta), Some(active_layer_id)) = (self.drag_delta, self.active_layer_id) {
if let Some(layer) = self.document.get_layer(&active_layer_id) {
if let lightningbeam_core::layer::AnyLayer::Vector(vector_layer) = layer {
if let lightningbeam_core::tool::ToolState::DraggingSelection { ref original_positions, .. } = self.tool_state {
use vello::peniko::{Color, Fill, Brush};
// Render each object at its preview position (original + delta)
for (object_id, original_pos) in original_positions {
if let Some(_object) = vector_layer.get_object(object_id) {
if let Some(shape) = vector_layer.get_shape(&_object.shape_id) {
// New position = original + delta
let new_x = original_pos.x + delta.x;
let new_y = original_pos.y + delta.y;
// Build transform for preview position
let object_transform = Affine::translate((new_x, new_y));
let combined_transform = camera_transform * object_transform;
// Render shape with semi-transparent fill (light blue, 40% opacity)
let alpha_color = Color::rgba8(100, 150, 255, 100);
scene.fill(
Fill::NonZero,
combined_transform,
&Brush::Solid(alpha_color),
None,
shape.path(),
);
}
}
}
}
}
}
}
// Render selection overlays (outlines, handles, marquee)
if let Some(active_layer_id) = self.active_layer_id {
if let Some(layer) = self.document.get_layer(&active_layer_id) {
if let lightningbeam_core::layer::AnyLayer::Vector(vector_layer) = layer {
use vello::peniko::{Color, Fill};
use vello::kurbo::{Circle, Rect as KurboRect, Shape as KurboShape, Stroke};
let selection_color = Color::rgb8(0, 120, 255); // Blue
let stroke_width = 2.0 / self.zoom.max(0.5) as f64;
// 1. Draw selection outlines around selected objects
if !self.selection.is_empty() {
for &object_id in self.selection.objects() {
if let Some(object) = vector_layer.get_object(&object_id) {
if let Some(shape) = vector_layer.get_shape(&object.shape_id) {
// Get shape bounding box
let bbox = shape.path().bounding_box();
// Apply object transform and camera transform
let object_transform = Affine::translate((object.transform.x, object.transform.y));
let combined_transform = camera_transform * object_transform;
// Create selection rectangle
let selection_rect = KurboRect::new(bbox.x0, bbox.y0, bbox.x1, bbox.y1);
// Draw selection outline
scene.stroke(
&Stroke::new(stroke_width),
combined_transform,
selection_color,
None,
&selection_rect,
);
// Draw corner handles (4 circles at corners)
let handle_radius = (6.0 / self.zoom.max(0.5) as f64).max(4.0);
let corners = [
(bbox.x0, bbox.y0),
(bbox.x1, bbox.y0),
(bbox.x1, bbox.y1),
(bbox.x0, bbox.y1),
];
for (x, y) in corners {
let corner_circle = Circle::new((x, y), handle_radius);
// Fill with blue
scene.fill(
Fill::NonZero,
combined_transform,
selection_color,
None,
&corner_circle,
);
// White outline
scene.stroke(
&Stroke::new(1.0),
combined_transform,
Color::rgb8(255, 255, 255),
None,
&corner_circle,
);
}
}
}
}
}
// 2. Draw marquee selection rectangle
if let lightningbeam_core::tool::ToolState::MarqueeSelecting { ref start, ref current } = self.tool_state {
let marquee_rect = KurboRect::new(
start.x.min(current.x),
start.y.min(current.y),
start.x.max(current.x),
start.y.max(current.y),
);
// Semi-transparent fill
let marquee_fill = Color::rgba8(0, 120, 255, 100);
scene.fill(
Fill::NonZero,
camera_transform,
marquee_fill,
None,
&marquee_rect,
);
// Border stroke
scene.stroke(
&Stroke::new(1.0),
camera_transform,
selection_color,
None,
&marquee_rect,
);
}
}
}
}
// Render scene to texture using shared renderer
if let Some(texture_view) = &instance_resources.texture_view {
let render_params = vello::RenderParams {
@ -391,7 +540,174 @@ impl StagePane {
self.pan_offset = mouse_canvas_pos - (world_pos * new_zoom);
}
fn handle_input(&mut self, ui: &mut egui::Ui, rect: egui::Rect) {
fn handle_select_tool(
&mut self,
ui: &mut egui::Ui,
response: &egui::Response,
world_pos: egui::Vec2,
shift_held: bool,
shared: &mut SharedPaneState,
) {
use lightningbeam_core::tool::ToolState;
use lightningbeam_core::layer::AnyLayer;
use lightningbeam_core::hit_test;
use vello::kurbo::{Point, Rect as KurboRect, Affine};
// Check if we have an active vector layer
let active_layer_id = match shared.active_layer_id {
Some(id) => id,
None => return, // No active layer
};
let active_layer = match shared.document.get_layer(active_layer_id) {
Some(layer) => layer,
None => return,
};
// Only work on VectorLayer
let vector_layer = match active_layer {
AnyLayer::Vector(vl) => vl,
_ => return, // Not a vector layer
};
let point = Point::new(world_pos.x as f64, world_pos.y as f64);
// Mouse down: start interaction (use drag_started for immediate feedback)
if response.drag_started() || response.clicked() {
// Hit test at click position
let hit = hit_test::hit_test_layer(vector_layer, point, 5.0, Affine::IDENTITY);
if let Some(object_id) = hit {
// Object was hit
if shift_held {
// Shift: toggle selection
shared.selection.toggle_object(object_id);
} else {
// No shift: replace selection
if !shared.selection.contains_object(&object_id) {
shared.selection.select_only_object(object_id);
}
}
// If object is now selected, prepare for dragging
if shared.selection.contains_object(&object_id) {
// Store original positions of all selected objects
let mut original_positions = std::collections::HashMap::new();
for &obj_id in shared.selection.objects() {
if let Some(obj) = vector_layer.get_object(&obj_id) {
original_positions.insert(
obj_id,
Point::new(obj.transform.x, obj.transform.y),
);
}
}
*shared.tool_state = ToolState::DraggingSelection {
start_pos: point,
start_mouse: point,
original_positions,
};
}
} else {
// Nothing hit - start marquee selection
if !shift_held {
shared.selection.clear();
}
*shared.tool_state = ToolState::MarqueeSelecting {
start: point,
current: point,
};
}
}
// Mouse drag: update tool state
if response.dragged() {
match shared.tool_state {
ToolState::DraggingSelection { .. } => {
// Update current position (visual feedback only)
// Actual move happens on mouse up
}
ToolState::MarqueeSelecting { start, .. } => {
// Update marquee rectangle
*shared.tool_state = ToolState::MarqueeSelecting {
start: *start,
current: point,
};
}
_ => {}
}
}
// Mouse up: finish interaction
if response.drag_stopped() || (ui.input(|i| i.pointer.any_released()) && matches!(shared.tool_state, ToolState::DraggingSelection { .. } | ToolState::MarqueeSelecting { .. })) {
match shared.tool_state.clone() {
ToolState::DraggingSelection { start_mouse, original_positions, .. } => {
// Calculate total delta
let delta = point - start_mouse;
if delta.x.abs() > 0.01 || delta.y.abs() > 0.01 {
// Create move action with new positions
use std::collections::HashMap;
let mut object_positions = HashMap::new();
for (object_id, original_pos) in original_positions {
let new_pos = Point::new(
original_pos.x + delta.x,
original_pos.y + delta.y,
);
object_positions.insert(object_id, (original_pos, new_pos));
}
// Create and submit the action
use lightningbeam_core::actions::MoveObjectsAction;
let action = MoveObjectsAction::new(*active_layer_id, object_positions);
shared.pending_actions.push(Box::new(action));
}
// Reset tool state
*shared.tool_state = ToolState::Idle;
}
ToolState::MarqueeSelecting { start, current } => {
// Create selection rectangle
let min_x = start.x.min(current.x);
let min_y = start.y.min(current.y);
let max_x = start.x.max(current.x);
let max_y = start.y.max(current.y);
let selection_rect = KurboRect::new(min_x, min_y, max_x, max_y);
// Hit test all objects in rectangle
let hits = hit_test::hit_test_objects_in_rect(
vector_layer,
selection_rect,
Affine::IDENTITY,
);
// Add to selection
for obj_id in hits {
if shift_held {
shared.selection.add_object(obj_id);
} else {
// First hit replaces selection
if shared.selection.is_empty() {
shared.selection.add_object(obj_id);
} else {
// Subsequent hits add to selection
shared.selection.add_object(obj_id);
}
}
}
// Reset tool state
*shared.tool_state = ToolState::Idle;
}
_ => {}
}
}
}
fn handle_input(&mut self, ui: &mut egui::Ui, rect: egui::Rect, shared: &mut SharedPaneState) {
let response = ui.allocate_rect(rect, egui::Sense::click_and_drag());
// Only process input if mouse is over the stage pane
@ -404,11 +720,29 @@ impl StagePane {
let scroll_delta = ui.input(|i| i.smooth_scroll_delta);
let alt_held = ui.input(|i| i.modifiers.alt);
let ctrl_held = ui.input(|i| i.modifiers.ctrl || i.modifiers.command);
let shift_held = ui.input(|i| i.modifiers.shift);
// Get mouse position for zoom-to-cursor
let mouse_pos = response.hover_pos().unwrap_or(rect.center());
let mouse_canvas_pos = mouse_pos - rect.min;
// Convert screen position to world position (accounting for pan and zoom)
let world_pos = (mouse_canvas_pos - self.pan_offset) / self.zoom;
// Handle tool input (only if not using Alt modifier for panning)
if !alt_held {
use lightningbeam_core::tool::Tool;
match *shared.selected_tool {
Tool::Select => {
self.handle_select_tool(ui, &response, world_pos, shift_held, shared);
}
_ => {
// Other tools not implemented yet
}
}
}
// Distinguish between mouse wheel (discrete) and trackpad (smooth)
let mut handled = false;
ui.input(|i| {
@ -463,6 +797,7 @@ impl StagePane {
}
}
}
}
impl PaneRenderer for StagePane {
@ -473,8 +808,8 @@ impl PaneRenderer for StagePane {
_path: &NodePath,
shared: &mut SharedPaneState,
) {
// Handle input for pan/zoom controls
self.handle_input(ui, rect);
// Handle input for pan/zoom and tool controls
self.handle_input(ui, rect, shared);
// Register handler for pending view actions (two-phase dispatch)
// Priority: Mouse-over (0-99) > Fallback Stage(1000) > Fallback Timeline(1001) etc.
@ -530,8 +865,36 @@ impl PaneRenderer for StagePane {
}
}
// Calculate drag delta for preview rendering (world space)
let drag_delta = if let lightningbeam_core::tool::ToolState::DraggingSelection { ref start_mouse, .. } = shared.tool_state {
// Get current mouse position in world coordinates
if let Some(mouse_pos) = ui.input(|i| i.pointer.hover_pos()) {
let mouse_canvas_pos = mouse_pos - rect.min;
let world_mouse = (mouse_canvas_pos - self.pan_offset) / self.zoom;
let delta_x = world_mouse.x as f64 - start_mouse.x;
let delta_y = world_mouse.y as f64 - start_mouse.y;
Some(vello::kurbo::Vec2::new(delta_x, delta_y))
} else {
None
}
} else {
None
};
// Use egui's custom painting callback for Vello
let callback = VelloCallback::new(rect, self.pan_offset, self.zoom, self.instance_id, shared.document.clone());
let callback = VelloCallback::new(
rect,
self.pan_offset,
self.zoom,
self.instance_id,
shared.document.clone(),
shared.tool_state.clone(),
*shared.active_layer_id,
drag_delta,
shared.selection.clone(),
);
let cb = egui_wgpu::Callback::new_paint_callback(
rect,