- 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.
- create a context for entity identifiers, massively simplifying UI for each entity int he list
- consolidate common redux actions
- remove now-unused code
Create intermediary nanostores for values required by the event handlers. This allows the event handlers to be purely imperative, with no reactivity: instead of recreating/setting the handlers when a dependent piece of state changes, we use nanostores' imperative API to access dependent state.
For example, some handlers depend on brush size. If we used the standard declarative `useSelector` API, we'd need to recreate the event handler callback each time the brush size changed. This can be costly.
An intermediate `$brushSize` nanostore is set in a `useLayoutEffect()`, which responds to changes to the redux store. Then, in the event handler, we use the imperative API to access the brush size: `$brushSize.get()`.
This change allows the event handler logic to be shared with the pending canvas v2, and also more easily tested. It's a noticeable perf improvement, too, especially when changing brush size.
- Rects snap to stage edge when within a threshold (10 screen pixels)
- When mouse leaves stage, set last mousedown pos to null, preventing nonfunctional rect outlines
Partially addresses #6306.
There's a technical challenge to fully address the issue - mouse event are not fired when the mouse is outside the stage. While we could draw the rect even if the mouse leaves, we cannot update the rect's dimensions on mouse move, or complete the drawing on mouse up.
To fully address the issue, we'd need to a way to forward window events back to the stage, or at least handle window events. We can explore this later.