Simplify the handle component and use the provided data attributes to style the handles correctly.
Fixes a styling issue where you if you hover at the T-junction between two handles, only one brightens up.
This unused logic was unnecessarily complicating the hook. It also inadvertently made the default panel size arg a percentage value even if it was actually a pixel value.
Cleaned up a couple other little bits.
Only change the selection array when its contents have changed. This prevents unnecessary re-renders.
For example, if the selection is currently `[image1]` and we set it again to `[image1]`, while the array contains the same objects, it is a new array. This will trigger unncessary re-renders.
* wip
* more updates for new user experience
* pull whats new out
* use loading state
* lint
* fix(ui): translation missing period
* feat(ui): create icon component for invoke logo
* feat(ui): tweaked invoke logo colors
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Co-authored-by: Mary Hipp <maryhipp@Marys-MacBook-Air.local>
Co-authored-by: psychedelicious <4822129+psychedelicious@users.noreply.github.com>
There was an issue w/ the calculation causing an infinite loop but the fixed algorithm wasn't correct bc it doesn't take into account the grid gap correctly. This then breaks arrow key navigation.
- Restore the previous calculation
- Bail out if the gallery elements don't have any width, which causes the infinite loop - this part was missed when copying the logic from GalleryImageGrid
- Renamed "Send to Canvas" -> "New Layer from Image"
- Added "New Canvas from Image"
This clarifies the purpose of the menu items and gives tablet users a way to easily add images tot he canvas.
- Rework hotkey data to include the keys for each hotkey action.
- Add wrapper for `useHotkeys` that accepts a hotkey category and id. Automatically selects the key from the hotkey data.
- Add handling for macOS (cmd vs ctrl, option vs alt).
- Redo all hotkey descriptions, deleting nonexistant ones.
- Some `esc` hotkeys that just close whatever you are currently in are omitted due to their relative simplicity and intuitiveness.
- Canvas manages its own progress socket event listeners and progress event data.
- Remove cancellations listener jank.
- Dip into low-level redux subscription API to watch for queue status changes, clearing the last "global" progress event when the queue has nothing in progress. Could also do this in a useEffect I guess.
- Had to shuffle some things around to prevent circular imports, so there are a lot of tiny changes here.
- Canvas generation mode is replace with a boolean `sendToCanvas` flag. When off, images generated on the canvas go to the gallery. When on, they get added to the staging area.
- When an image result is received, if its destination is the canvas, staging is automatically started.
- Updated queue list to show the destination column.
- Added `IconSwitch` component to represent binary choices, used for the new `sendToCanvas` flag and image viewer toggle.
- Remove the queue actions menu in `QueueControls`. Move the queue count badge to the cancel button.
- Redo layout of `QueueControls` to prevent duplicate queue count badges.
- Fix issue where gallery and options panels could show thru transparent regions of queue tab.
- Disable panel hotkeys when on mm/queue tabs.
Previously this badge, floating over the queue menu button next to the invoke button, was rendered within the existing layout. When I initially positioned it, the app layout interfered - it would extend into an area reserved for a flex gap, which cut off the badge.
As a (bad) workaround, I had shifted the whole app down a few pixels to make room for it. What I should have done is what I've done in this commit - render the badge in a portal to take it out of the layout so we don't need that extra vertical padding.
Sleekified some styling a bit too.