Change document, viewport, and canvas terminology

This commit is contained in:
Keavon Chambers 2021-03-29 03:52:08 -07:00
parent d037e956e8
commit 76598c967a
12 changed files with 73 additions and 52 deletions

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@ -12,9 +12,9 @@ If the Graphite project strikes your fancy, join our Discord community to chat w
## Design mockup ## Design mockup
This is a **work-in-progress mockup** of the viewport, properties, and layers panels. The mockup is a nonfunctional pixel-perfect prototype, not code. It is presently being replicated by a functional web UI. This is a **work-in-progress mockup** of the document, properties, and layers panels. The mockup is a nonfunctional pixel-perfect prototype, not code. It is presently being replicated by a functional web UI.
![Interactive viewport](https://files.keavon.com/-/FatherlyGorgeousAmphiuma/capture.png) ![Demo UI mockup](https://files.keavon.com/-/FatherlyGorgeousAmphiuma/capture.png)
## Vision ## Vision

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@ -19,6 +19,6 @@ module.exports = {
"linebreak-style": ["error", "unix"], "linebreak-style": ["error", "unix"],
indent: ["error", "tab"], indent: ["error", "tab"],
quotes: ["error", "double"], quotes: ["error", "double"],
camelcase: ["error", { ignoreImports: true, ignoreDestructuring: true }] camelcase: ["error", { ignoreImports: true, ignoreDestructuring: true }],
}, },
}; };

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@ -166,7 +166,7 @@
<script lang="ts"> <script lang="ts">
import { defineComponent } from "vue"; import { defineComponent } from "vue";
import Viewport from "../panels/ViewportPanel.vue"; import Document from "../panels/DocumentPanel.vue";
import Properties from "../panels/PropertiesPanel.vue"; import Properties from "../panels/PropertiesPanel.vue";
import Layers from "../panels/LayersPanel.vue"; import Layers from "../panels/LayersPanel.vue";
import Minimap from "../panels/MinimapPanel.vue"; import Minimap from "../panels/MinimapPanel.vue";
@ -175,7 +175,7 @@ import CloseX from "../../../assets/svg/16x16-bounds-12x12-icon/close-x.svg";
export default defineComponent({ export default defineComponent({
components: { components: {
Viewport, Document,
Properties, Properties,
Layers, Layers,
Minimap, Minimap,

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@ -1,7 +1,7 @@
<template> <template>
<LayoutRow class="dockable-grid-subdivision"> <LayoutRow class="dockable-grid-subdivision">
<LayoutCol class="dockable-grid-subdivision" style="flex-grow: 1597;"> <LayoutCol class="dockable-grid-subdivision" style="flex-grow: 1597;">
<DockablePanel :panelType="'Viewport'" :tabCloseButtons="true" :tabMinWidths="true" :tabLabels="['X-35B Over Death Valley*', 'Document 2', 'Document 3', 'Document 4', 'Document 5']" :tabActiveIndex="0" /> <DockablePanel :panelType="'Document'" :tabCloseButtons="true" :tabMinWidths="true" :tabLabels="['X-35B Over Death Valley*', 'Document 2', 'Document 3', 'Document 4', 'Document 5']" :tabActiveIndex="0" />
</LayoutCol> </LayoutCol>
<LayoutCol class="dockable-grid-resize-gutter"></LayoutCol> <LayoutCol class="dockable-grid-resize-gutter"></LayoutCol>
<LayoutCol class="dockable-grid-subdivision" style="flex-grow: 319;"> <LayoutCol class="dockable-grid-subdivision" style="flex-grow: 319;">

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@ -1,5 +1,5 @@
<template> <template>
<LayoutCol :class="'viewport'"> <LayoutCol :class="'document'">
<LayoutRow :class="'options-bar'"> <LayoutRow :class="'options-bar'">
<div class="left side"> <div class="left side">
<!-- <span class="label">Select</span> <!-- <span class="label">Select</span>
@ -10,22 +10,24 @@
<!-- <span class="label">Layer 1</span> --> <!-- <span class="label">Layer 1</span> -->
</div> </div>
</LayoutRow> </LayoutRow>
<LayoutRow :class="'tools-and-viewport'"> <LayoutRow :class="'toolbar-and-viewport'">
<LayoutCol :class="'tools'"></LayoutCol> <LayoutCol :class="'toolbar'"></LayoutCol>
<LayoutCol <LayoutCol :class="'viewport'">
:class="'canvas'" <div
@mousedown="canvasMouseDown" class="canvas"
@mouseup="canvasMouseUp" @mousedown="canvasMouseDown"
@mousemove="canvasMouseMove" @mouseup="canvasMouseUp"
> @mousemove="canvasMouseMove"
<svg></svg> >
<svg></svg>
</div>
</LayoutCol> </LayoutCol>
</LayoutRow> </LayoutRow>
</LayoutCol> </LayoutCol>
</template> </template>
<style lang="scss"> <style lang="scss">
.viewport { .document {
height: 100%; height: 100%;
.options-bar { .options-bar {
@ -59,19 +61,25 @@
} }
} }
.tools-and-viewport { .toolbar-and-viewport {
.tools { .toolbar {
flex: 0 0 32px; flex: 0 0 32px;
} }
.canvas { .viewport {
background: #111;
flex: 1 1 100%; flex: 1 1 100%;
svg { .canvas {
background: #111;
width: 100%; width: 100%;
height: 100%; height: 100%;
svg {
width: 100%;
height: 100%;
}
} }
} }
} }
} }
@ -91,17 +99,14 @@ export default defineComponent({
}, },
methods: { methods: {
async canvasMouseDown(e: MouseEvent) { async canvasMouseDown(e: MouseEvent) {
console.log(e);
const { on_mouse_down } = await wasm; const { on_mouse_down } = await wasm;
on_mouse_down(e.offsetX, e.offsetY, e.buttons); on_mouse_down(e.offsetX, e.offsetY, e.buttons);
}, },
async canvasMouseUp(e: MouseEvent) { async canvasMouseUp(e: MouseEvent) {
console.log(e);
const { on_mouse_up } = await wasm; const { on_mouse_up } = await wasm;
on_mouse_up(e.offsetX, e.offsetY, e.buttons); on_mouse_up(e.offsetX, e.offsetY, e.buttons);
}, },
async canvasMouseMove(e: MouseEvent) { async canvasMouseMove(e: MouseEvent) {
console.log(e);
const { on_mouse_move } = await wasm; const { on_mouse_move } = await wasm;
on_mouse_move(e.offsetX, e.offsetY); on_mouse_move(e.offsetX, e.offsetY);
}, },

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@ -1,3 +1,3 @@
export function update_canvas(svg) { export function updateCanvas(svg) {
document.querySelector(".canvas svg").innerHTML = svg; document.querySelector(".document .canvas svg").innerHTML = svg;
} }

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@ -13,30 +13,34 @@ pub fn select_tool(tool: String) -> Result<(), JsValue> {
}) })
} }
/// Mouse movement with the bounds of the canvas // TODO: When a mouse button is down that started in the viewport, this should trigger even when the mouse is outside the viewport (or even the browser window if the browser supports it)
/// Mouse movement within the screenspace bounds of the viewport
#[wasm_bindgen] #[wasm_bindgen]
pub fn on_mouse_move(x: u32, y: u32) -> Result<(), JsValue> { pub fn on_mouse_move(x: u32, y: u32) -> Result<(), JsValue> {
let ev = events::Event::MouseMovement(events::CanvasPosition { x, y }); // TODO: Convert these screenspace viewport coordinates to canvas coordinates based on the current zoom and pan
let ev = events::Event::MouseMovement(events::ViewportPosition { x, y });
EDITOR_STATE.with(|editor| editor.borrow_mut().handle_event(ev)).map_err(|err| Error::new(&err.to_string()).into()) EDITOR_STATE.with(|editor| editor.borrow_mut().handle_event(ev)).map_err(|err| Error::new(&err.to_string()).into())
} }
/// Mouse click within the bounds of the canvas /// A mouse button depressed within screenspace the bounds of the viewport
#[wasm_bindgen] #[wasm_bindgen]
pub fn on_mouse_down(x: u32, y: u32, mouse_keys: u8) -> Result<(), JsValue> { pub fn on_mouse_down(x: u32, y: u32, mouse_keys: u8) -> Result<(), JsValue> {
// TODO: Convert these screenspace viewport coordinates to canvas coordinates based on the current zoom and pan
let mouse_keys = events::MouseKeys::from_bits(mouse_keys).expect("invalid modifier keys"); let mouse_keys = events::MouseKeys::from_bits(mouse_keys).expect("invalid modifier keys");
let ev = events::Event::MouseDown(events::MouseState { let ev = events::Event::MouseDown(events::MouseState {
position: events::CanvasPosition { x, y }, position: events::ViewportPosition { x, y },
mouse_keys, mouse_keys,
}); });
EDITOR_STATE.with(|editor| editor.borrow_mut().handle_event(ev)).map_err(|err| Error::new(&err.to_string()).into()) EDITOR_STATE.with(|editor| editor.borrow_mut().handle_event(ev)).map_err(|err| Error::new(&err.to_string()).into())
} }
/// Mouse released /// A mouse button released
#[wasm_bindgen] #[wasm_bindgen]
pub fn on_mouse_up(x: u32, y: u32, mouse_keys: u8) -> Result<(), JsValue> { pub fn on_mouse_up(x: u32, y: u32, mouse_keys: u8) -> Result<(), JsValue> {
// TODO: Convert these screenspace viewport coordinates to canvas coordinates based on the current zoom and pan
let mouse_keys = events::MouseKeys::from_bits(mouse_keys).expect("invalid modifier keys"); let mouse_keys = events::MouseKeys::from_bits(mouse_keys).expect("invalid modifier keys");
let ev = events::Event::MouseUp(events::MouseState { let ev = events::Event::MouseUp(events::MouseState {
position: events::CanvasPosition { x, y }, position: events::ViewportPosition { x, y },
mouse_keys, mouse_keys,
}); });
EDITOR_STATE.with(|editor| editor.borrow_mut().handle_event(ev)).map_err(|err| Error::new(&err.to_string()).into()) EDITOR_STATE.with(|editor| editor.borrow_mut().handle_event(ev)).map_err(|err| Error::new(&err.to_string()).into())

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@ -1,6 +1,6 @@
pub mod document;
mod shims; mod shims;
pub mod utils; pub mod utils;
pub mod viewport;
pub mod window; pub mod window;
pub mod wrappers; pub mod wrappers;
@ -18,13 +18,13 @@ pub fn init() {
fn handle_response(response: Response) { fn handle_response(response: Response) {
match response { match response {
Response::UpdateCanvas { document } => update_canvas(document), Response::UpdateCanvas { document } => updateCanvas(document),
} }
} }
#[wasm_bindgen(module = "/../src/wasm-callback-processor.js")] #[wasm_bindgen(module = "/../src/wasm-callback-processor.js")]
extern "C" { extern "C" {
fn update_canvas(svg: String); fn updateCanvas(svg: String);
} }
#[wasm_bindgen] #[wasm_bindgen]

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@ -13,7 +13,7 @@ pub enum Event {
ResetColors, ResetColors,
MouseDown(MouseState), MouseDown(MouseState),
MouseUp(MouseState), MouseUp(MouseState),
MouseMovement(CanvasPosition), MouseMovement(ViewportPosition),
ModifierKeyDown(ModKeys), ModifierKeyDown(ModKeys),
ModifierKeyUp(ModKeys), ModifierKeyUp(ModKeys),
KeyPress(Key), KeyPress(Key),
@ -50,7 +50,7 @@ impl Trace {
// origin is top left // origin is top left
#[derive(Debug, Copy, Clone, Default, Eq, PartialEq)] #[derive(Debug, Copy, Clone, Default, Eq, PartialEq)]
pub struct CanvasPosition { pub struct ViewportPosition {
pub x: u32, pub x: u32,
pub y: u32, pub y: u32,
} }
@ -63,7 +63,7 @@ pub struct TracePoint {
#[derive(Debug, Copy, Clone, Default, Eq, PartialEq)] #[derive(Debug, Copy, Clone, Default, Eq, PartialEq)]
pub struct MouseState { pub struct MouseState {
pub position: CanvasPosition, pub position: ViewportPosition,
pub mouse_keys: MouseKeys, pub mouse_keys: MouseKeys,
} }
@ -74,7 +74,7 @@ impl MouseState {
pub fn from_pos(x: u32, y: u32) -> MouseState { pub fn from_pos(x: u32, y: u32) -> MouseState {
MouseState { MouseState {
position: CanvasPosition { x, y }, position: ViewportPosition { x, y },
mouse_keys: MouseKeys::default(), mouse_keys: MouseKeys::default(),
} }
} }

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@ -67,7 +67,7 @@
[<editor> Open Documents State Store| [<editor> Open Documents State Store|
For each open document:| For each open document:|
[<state> Pan and zoom viewport bounds]| [<state> Pan and zoom canvas bounds]|
[<state> Selected layers] [<state> Selected layers]
] ]
[Tool State Machine] <- [Open Documents State Store] [Tool State Machine] <- [Open Documents State Store]

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@ -11,9 +11,9 @@ TODO: Add more to make a comprehensive list, finish writing definitions, separat
- Asset - Asset
A *GDD* or *GRD* file. Can be shared and *embedded* in another *layer graph*. Useful for providing custom *nodes* that perform some useful functionality. Tangible examples include custom procedural effects, shape generators, and image filters. Many of the Graphite editor's built-in *layers* are also assets that provide useful functionality through a group of nodes rather than being implemented directly in code. The *Asset Manager* panel helps maintain these assets from various sources. The *Asset Store* can be used to share and sell assets for easily inclusion in projects. A *GDD* or *GRD* file. Can be shared and *embedded* in another *layer graph*. Useful for providing custom *nodes* that perform some useful functionality. Tangible examples include custom procedural effects, shape generators, and image filters. Many of the Graphite editor's built-in *layers* are also assets that provide useful functionality through a group of nodes rather than being implemented directly in code. The *Asset Manager* panel helps maintain these assets from various sources. The *Asset Store* can be used to share and sell assets for easily inclusion in projects.
- Document - Document
A design source file created and edited in the Graphite editor. When saved to disk as *GDD files* (Graphite Design Document), they are one of the two types of *assets*. Documents can be included as *layers* inside other documents, and in doing so they take the form of *groups*. The *layer graph* contents of a *group* actually belong to the *embedded* document's *subgraph*. Because a document is a *group* which is a *layer* in the *layer graph*, documents have *properties* such as the (optional) *pixel bounds* of the *canvas*. Documents are composed of a layer graph, a defined set of properties of set *data types* that are *imported* and *exported*, and the *properties* of the root *layer*. A design source file created and edited in the Graphite editor. When saved to disk as *GDD files* (Graphite Design Document), they are one of the two types of *assets*. Documents can be included as *layers* inside other documents, and in doing so they take the form of *groups*. The *layer graph* contents of a *group* actually belong to the *embedded* document's *subgraph*. Because a document is a *group* which is a *layer* in the *layer graph*, documents have *properties* such as the *frames* in the *canvas*. Documents are composed of a layer graph, a defined set of properties of set *data types* that are *imported* and *exported*, and the *properties* of the *root layer*.
- Render graph - Render graph
A read-only "compiled" *document* in a format that is immediately ready for rendering. When saved to disk as *GRD files* (Graphite Render Data), they are one of the two types of *assets*. The Graphite editor internally maintains a render graph based on the open document in order to display it live in the *viewport*, but this can also be saved to disk for the purposes of sharing as an *asset*. A read-only "compiled" *document* in a format that is immediately ready for rendering. When saved to disk as *GRD files* (Graphite Render Data), they are one of the two types of *assets*. The Graphite editor internally maintains a render graph based on the open document in order to display the *canvas* live in the *viewport*, but this can also be saved to disk for the purposes of sharing as an *asset*.
- GDD file - GDD file
Graphite Design Document. A binary serialization of a *document* source file. The format includes a chain of *operations* that describe changes to the *layer graph* and the *properties* of *layers* throughout the history of the document since its creation. It also stores certain metadata and *embedded* file data. GDD files, along with *GRD files*, represent *assets* when shared. Because GDD files are editable (unlike *GRD files*), the *layers* of GDD *assets* may be expanded in the layer graph to reveal and modify their contents using a copy-on-write scheme stored to the *asset's* *layer*. Graphite Design Document. A binary serialization of a *document* source file. The format includes a chain of *operations* that describe changes to the *layer graph* and the *properties* of *layers* throughout the history of the document since its creation. It also stores certain metadata and *embedded* file data. GDD files, along with *GRD files*, represent *assets* when shared. Because GDD files are editable (unlike *GRD files*), the *layers* of GDD *assets* may be expanded in the layer graph to reveal and modify their contents using a copy-on-write scheme stored to the *asset's* *layer*.
- GRD file - GRD file
@ -35,14 +35,25 @@ TODO: Add more to make a comprehensive list, finish writing definitions, separat
A shrunken *panel* showing only the *tab bar*. A *panel* consists of the *tab bar* and *panel body* except when the latter is folded away. The user may click the *active tab* to fold and restore a panel, however a panel cannot be folded if there are no other unfolded panels in its column. A shrunken *panel* showing only the *tab bar*. A *panel* consists of the *tab bar* and *panel body* except when the latter is folded away. The user may click the *active tab* to fold and restore a panel, however a panel cannot be folded if there are no other unfolded panels in its column.
- Panel - Panel
- Panel body - Panel body
- Panel content - Options bar
- Editor The bar that spans horizontally across the top of a *panel* (located under the *tab bar*) which displays options related to the *panel*.
- Viewport
The area that takes up the main space in a *panel* (located beneath the *options bar*) which displays the primary content of the *panel*.
- Toolbar
The bar that spans vertically across the left side of some *panels* (located left of the *viewport*) which displays a catalog of available items, such as document editing *tools* or common *nodes*.
- Tool
An instrument for interactively editing *documents* through a collection of related behavior. Each tool puts the editor into a mode that provides the ability to perform certain *operations* on the document interactively. Each *operation* is run based on the current context of mouse and modifier buttons, key presses, tool options, selected layers, editor state, and document state. The *operations* that get run are appended to the document history and update the underlying *layer graph* in real time.
- Canvas
The infinite coordinate system that shows the visual output of an open *document* at the current zoom level and pan position. It is drawn in the document panel's *viewport* within the area inside the scroll bars on the bottom/right edges and the *rulers* on the top/left edges. The canvas can be panned and zoomed in order to display all or part of the artwork in any *frames*. A canvas has a coordinate system spanning infinitely in all directions with an origin always located at the top left of the primary *frame*. The purpose of an infinite canvas is to offer a convenient editing experience when there is no logical edge to the artwork, for example a loosely-arranged board of logo design concepts, a mood board, or whiteboard-style notes.
- Frame
An area inside a *canvas* that provides rectangular bounds to the artwork contained within, as well as default bounds for an exported image. This is also called an "artboard" in some other software. The *crop tool* adjusts the bounds and placement of frames in the *document* and each frame is stored in a "frame list" property of the *root layer*. When there is at least one frame, the infinite *canvas* area outside any frame displays a configurable background color. Artwork can be placed outside of a frame but it will appear mostly transparent. The purpose of using one frame is to provide convenient cropping to the edges of the artwork, such as a single digital painting or photograph. The purpose of using multiple frames is to work on related artwork with separate bounds, such as the layout for a book.
- Layer graph - Layer graph
A (directed acyclic) graph structure composed of *layers* with *connections* between their input and output *ports*. This is commonly referred to as a "node graph" in other software, but Graphite's layer graph is more suited towards layer-based compositing compared to traditional compositor node graphs. A (directed acyclic) graph structure composed of *layers* with *connections* between their input and output *ports*. This is commonly referred to as a "node graph" in other software, but Graphite's layer graph is more suited towards layer-based compositing compared to traditional compositor node graphs.
- Node
A definition of a *layer*. A node is a graph "operation" or "function" that receives input and generates deterministic output.
- Layer - Layer
Any instance of a *node* that lives in the *layer graph*. Layers (usually) take input data, then they transform it or synthesize new data, then they provide it as output. Layers have *properties* as well as exposed input and output *ports* for sending and receiving data. Any instance of a *node* that lives in the *layer graph*. Layers (usually) take input data, then they transform it or synthesize new data, then they provide it as output. Layers have *properties* as well as exposed input and output *ports* for sending and receiving data.
- Node - Root layer
A definition of a
- Group - Group
- Raster - Raster
- Vector - Vector
@ -51,12 +62,10 @@ TODO: Add more to make a comprehensive list, finish writing definitions, separat
- Subgraph - Subgraph
- Port - Port
- Connection - Connection
- Pixel bounds
- Canvas
- Core Libraries - Core Libraries
- Editor Core Library - Editor Core Library
- Document Core Library - Document Core Library
- Renderer Core Library - Renderer Core Library
- Trace - Trace
- Path - Path
- Shape - Shape

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@ -7,14 +7,17 @@ Work in progress.
- [Glossary of terminology](1-overview.md#glossary-of-terminology) - [Glossary of terminology](1-overview.md#glossary-of-terminology)
- Interface - Interface
- Title bar - Title bar
- Menu bar
- Focused document title
- Window buttons
- Workspace - Workspace
- Panel interface (tab, pin, options bar, left menu) - Panel interface (tab, pin, options bar, left menu)
- Arrangement and docking - Arrangement and docking
- Status bar - Status bar
- Multiple windows - Multiple windows
- Panels - Panels
- Viewport - Document
- Canvas - Canvas and frames
- Rulers - Rulers
- Tool menu - Tool menu
- Options bar - Options bar