These helpers consolidate layer validation checks. For example, checking that the layer has content drawn, is compatible with the selected main model, has valid reference images, etc.
The canvas react components pass canvas entity identifiers around, then redux selectors are used to access that entity. This is good for perf - entity states may rapidly change. Passing only the identifiers allows components and other logic to have more granular state updates.
Unfortunately, this design opens the possibility for for an entity identifier to point to an entity that does not exist.
To get around this, I had created a redux selector `selectEntityOrThrow` for canvas entities. As the name implies, it throws if the entity is not found.
While it prevents components/hooks from needing to deal with missing entities, it results in mysterious errors if an entity is missing. Without sourcemaps, it's very difficult to determine what component or hook couldn't find the entity.
Refactoring the app to not depend on this behaviour is tricky. We could pass the entity state around directly as a prop or via context, but as mentioned, this could cause performance issues with rapidly changing entities.
As a workaround, I've made two changes:
- `<CanvasEntityStateGate/>` is a component that takes an entity identifier, returning its children if the entity state exists, or null if not. This component is wraps every usage of `selectEntityOrThrow`. Theoretically, this should prevent the entity not found errors.
- Add a `caller: string` arg to `selectEntityOrThrow`. This string is now added to the error message when the assertion fails, so we can more easily track the source of the errors.
In the future we can work out a way to not use this throwing selector and retain perf. The app has changed quite a bit since that selector was created - so we may not have to worry about perf at all.
- New name: "Output only Generated Regions"
- New default: true (this was the intention, but at some point the behaviour of the setting was inverted without the default being changed)
Previously we maintained an `isInteractable` flag, which was derived from these layer flags:
- Locked/unlocked
- Enabled/disabled
- Layer's type visible/hidden
When a layer was not interactable, we blocked all layer actions.
After comparing to the behaviour in Affinity and considering user feedback, I've loosened these restrictions while maintaining safety. First, some definitions.
There two kinds of layer actions - mutating actions and non-mutating actions.
- Mutating actions are drawing on the layer, cropping it, filtering it, converting it, etc. Anything that changes the layer.
- Non-mutating actions are copying the layer, saving the layer to gallery, etc. Anything that _uses_ the layer.
Then, there are two broad canvas states - busy and not busy. "Busy" means the canvas is actively filtering, staging, compositing layers together, etc - something that is "single-threaded" by nature.
And here are the revised restrictions:
- When canvas is busy, you cannot initiate any layer actions.
- When the canvas is not busy, and the layer is locked, you initiate any mutating actions.
- When the canvas is not busy and the layer is not locked, you can initiate any layer action.
Besides safely giving users more freedom, it also fixes an issue where the context menu for a layer was disabled if it was not the selected layer.
Previously, merge visible deleted all other visible layers. This is not how affinity works, I should have confirmed before making it work like this in the first place.Ï
`CanvasCompositorModule` had a fairly inflexible API, only supporting compositing all raster layers or inpaint masks.
The API has been generalized work with a list of canvas entities. This enables `Merge Down` and `Merge Selected` functionality (though `Merge Selected` is not part of this set of changes).
- Use a hash of the last processed points instead of a `hasProcessed` flag to determine whether or not we should re-process a given set of points.
- Store point coords in state instead of pulling them out of the konva node positions. This makes moving a point a more explicit action in code.
- Add a `roundCoord` util to round the x and y values of a coordinate.
- Ensure we always re-process when $points changes.
To trigger the edge case:
- Have an empty layer and non-empty layer
- Select the non-empty layer
- Refresh the page
- Select to the empty layer without doing any other action
- You may be unable to draw on the layer
- Zoom in/out slightly
- You can now draw on it
The problem was not syncing visibility when a layer is selected, leaving the layer hidden. This indirectly disabled interactions.
The fix is to listen for changes to the layer's selected status and sync visibility when that changes.
A new "session" just means to reset most settings to default values, excluding model.
There are a few things that need to be reset:
- Parameters state, except for models and things dependent on model selection (like VAE precision)
- Canvas state, except for the `modelBase`, which is dependent on the model selection
- Canvas staging area state
- LoRAs state
- HRF state
- Style presets state
We also select the canvas tab.
For new gallery sessions, we:
- Open the image viewer
- Set the right panel tab to `gallery`
And for new canvas sessions, we:
- Close the image viewer
- Set the right panel tab to `layers`
* restore send-to functionality
* lint
* feat(ui): add getImageMetadata helper
* feat(ui): updated usePreselectedImage logic
* fix(ui): race condition when creating & initializing canvas entity adapters
There was a race condition when the canvas was reset as it was initializing. This could occur when the "use preselected image" functionality was triggered.
It was possible to get an error (non-app-breaking) when attempting to initialize an entity:
1. Canvas initializes
2. Canvas starts creating and initializing all entities (this happens in `CanvasEntityRendererModule.render`)
3. Canvas is reset before that process finishes, clearing state
4. The method call from 2) attempts to initialize an entity that has been deleted from state and fails
Changes to fix this:
- Split `CanvasEntityRendererModule.render` into individual methods for each entity type, each with their own store subscription
- Do not `await` initialization after creating the entity adapter classes - let them initialize in the background
So the `render` method now completes very fast - quick enough that we don't run into this race condition.
It's possible that something will change in the future, and this race condition will come back. In that case, we could use mutexes in `CanvasEntityRendererModule` to prevent the failure condition. It's a bit more complicated to do that so I'm skipping it for now.
* feat(ui): export workflow library is open atom
* feat(ui): export image viewer atom
* tidy(ui): organise style presets menu state
* feat(ui): consolidate studio init actions
* build(ui): export type StudioInitAction
* feat(ui): add getStylePreset helper
* feat(ui): add toasts to useStudioInitAction
* tidy(ui): comment & minor cleanup for useStudioInitAction
* chore(ui): lint
* only show version when local
---------
Co-authored-by: Mary Hipp <maryhipp@Marys-MacBook-Air.local>
Co-authored-by: psychedelicious <4822129+psychedelicious@users.noreply.github.com>