Track various canvas states:
- Filtering an entity
- Transforming an entity
- Rasterizing an entity
- Compositing
- Busy (derived from all of the above)
Also track individual entity states:
- Locked
- Disabled
- All of type are hidden
- Has objects
- Interactable (derived from all of the above)
These states then gate various actions. For example:
- Cannot invoke while the canvas is busy.
- Cannot transform, filter, duplicate, or delete when the canvas is busy.
Tool interaction restrictions are not yet implemented.
- Add selectors to get the default control adapter and ip adapter with model, preferring controlnet over t2i adapter for model
- Add hooks to add each entity type, using the defaults
- Add hooks to add prompts/ip adapters to a regional guidance layer
- Use the defaults in other places where we add control layers or ip adapters (e.g. dnd-triggered entity creation)
- Each entity gets its own `CanvasEntityFilterer`
- Add auto-preview feature to filter, debounced by 1000ms leading + trailing
- Fix flash when preview updates
- Rely on redux + reselect more
- Remove all nanostores that simply "mirrored" redux state in favor of direct subscriptions to redux store
- Add abstractions for creating redux subs and running selectors
- Add `initialize` method to CanvasModuleBase, for post-instantiation tasks
- Reduce local caching of state in modules to a minimum
The canvas size was dynamic based on the container div's size. When the div was hidden (e.g. when selecting another tab), the container's effective size is 0. This resulted in the preview image canvas being drawn at a scale of 0.
Fixed by using an absolute size for the canvas container.
- Add lock toggle
- Tweak lock and enabled styles
- Update entity list action bar w/ delete & delete all
- Move add layer menu to action bar
- Adjust opacity slider style
I learned that the inline selector syntax recreates the selector function on every render:
```ts
const val = useAppSelector((s) => s.slice.val)
```
Not good! Better is to create a selector outside the function and use it. Doing that for all selectors now, most of the way through now. Feels snappier.
Previously, canvas actions specific to an entity type only needed the id of that entity type. This allowed you to pass in the id of an entity of the wrong type.
All actions for a specific entity now take a full entity identifier, and the entity identifier type can be narrowed.
`selectEntity` and `selectEntityOrThrow` now need a full entity identifier, and narrow their return values to a specific entity type _if_ the entity identifier is narrowed.
The types for canvas entities are updated with optional type parameters for this purpose.
All reducers, actions and components have been updated.