* 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>
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
---------
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.