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7 commits
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7f6c410ca5
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Various changes to I/O handling (#2513)
* Store coordinates as ratios of full size * Use single definition for cappedCanvasSize() * Move I/O review code into ts/image-occlusion A bit simpler when it's all in one place. * Reduce number precision, and round to whole pixels >>> n=10000 >>> for i in range(1, int(n)): assert i == round(float("%0.4f" % (i/n))*n) * Minor typing tweak So, it turns out that typing is mostly broken in ts/image-occlusion. We're importing from fabric which is a js file without types, so types like fabric.Canvas are resolving to any. I first tried switching to `@types/fabric`, which introduced a slew of typing errors. Wasted a few hours trying to address them, before deciding to give up on it, since the types were not complete. Then found fabric has a 6.0 beta that introduces typing, and spent some time with that, but ran into some new issues as it still seems to be a work in progress. I think we're probably best off waiting until it's out and stabilized before sinking more effort into this. * Refactor (de)serialization of occlusions To make the code easier to follow/maintain, cloze deletions are now decoded/ encoded into simple data classes, which can then be converted to Fabric objects and back. The data objects handle converting from absolute/normal positions, and producing values suitable for writing to text (eg truncated floats). Various other changes: - Polygon points are now stored as 'x,y x2,y2 ...' instead of JSON in cloze divs, as that makes the handling consistent with reading from cloze deletion text. - Fixed the reviewer not showing updated placement when a polygon was moved. - Disabled rotation controls in the editor, since we don't support rotation during review. - Renamed hideInactive to occludeInactive, as it wasn't clear whether the former meant to hide the occlusions, or keep them (hiding the content). It's stored as 'oi=1' in the cloze text. * Increase canvas size limit, and double pixels when required. * Size canvas based on container size This results in sharper masks when the intrinsic image size is smaller than the container, and more legible ones when the container is smaller than the intrinsic image size. By using the container instead of the viewport, we account for margins, and when the pixel ratio is 1x, the canvas size and container size should match. * Disable zoom animation on editor load * Default to rectangle when adding new occlusions * Allow users to add/update notes directly from mask editing page * The mask editor needs to work with css pixels, not actual pixels The canvas and image were being scaled too large, which impacted performance. |
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7686cb8de8
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Fix misaligned image occlusions (#2512)
* Cloze styling is not required in I/O notetype * Use raw string for IO template * Rename to notetype.css and use more specific ids * Move internal i/o styling into runtime Storing it in the notetype makes it difficult to make changes, and makes it easier for the user to break. * Fix misaligned occlusions At larger screen sizes, the canvas was not increasing above its configured size, so it ended up being placed top center instead of expanding to fit the entire container area. To resolve this, both the image and canvas are forced to the container size, and the container is constrained to the size of the viewport, with the same aspect ratio as the image. Closes #2492 |
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2bf134dc72
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Feature image occlusion (#2367)
* add note types with occlusions and image fields * generate image occlusion cloze div data - generate div element with data-* atrributes for canvas shape generate for reviewer * getting image data & deck id and adding notes the implementation added into backend - added service index in backend.proto for image occlusion request - created image_occlusion.proto with required message and service - implementation in backend for getting image and adding notes, also during editing return imagecloze note and update notes - add notes to selected deck, if no notetype then add image occlusion notetypes - reuse notetype from stock notetypes when not exist * script for generating shapes using canvas api in reviewer - the flash issues fixed by loading image and using image size to draw canvas, also when image get resized, calculate scale using natural width and canvas width to draw shape at right position - limit size of canvas for safari * init image occlusion page in ts and build page with - fabricjs for editing shapes - panzoom for drag and zoom - pickr for color picker - build page using web.rs * implement top toolbar for canvas shapes - undo & redo tools - zoom in, zoom out and zoom fit - group & ungroup - copy & paste - set transparency of shapes - align tools * implement side toolbar for drawing shapes add top toolbar and the side toolbar contains following tools - cursor for selecting shapes - zoom for drag and zoom shapes in mask editor - rectangle for creating it - ellipse for creating it - polygon for creating it using points - shape fill color - question mask color (currently only single color can be added for all shapes) * add maskeditor page for editing mask - add side toolbar and sidebar include toptoolbar - load maskeditor in two mode - for adding note using path to image - for editing note using note id * implement note editor page for adding notes - the note editor page have simple button (B/I/U) and option to toggle html view - option to select deck for adding notes into that deck - option to generate to hide all, guess one & hide one, guess one notes * add image occlusion page add side toolbar, top toolbar, mask editor and note editor - option to switch between mask editor and note editor * implement generates notes and save notes implemention to show toast components for messages * removed pickr & implemented color picker component - remove pickr - implemented using html5 canvas - range input for changing color - another range input for opacity changes - hex and rgba value support * rename methods name & rust unwrap safety - change plural names to singular - create respone message in proto and return response with imagecloze note or error if not found with note id - remove image_occlusion from post handler list - rename service name in mediasrv.py - rename methods name for image occlusion in backend and image_occlusion - update frontend also for update functions' names - handle error in frontend mask-editor.ts, when error getting notes then toast message shown to frontend * extract to function & add comments & remove global - extract function in mask-editor.ts to reduce duplicate - remove unused global from css - add comments to store.ts explaining usage - changes id to noteId in lib.ts - add comments for limitSize, becuase of duplicate implementation * remove image_occlusion notetype - remove from stock notetype, stdmodels - add implementation for notetype to image occlusion - add i18n for errors * update smooth scroll, always show cursor tools - change questionmask to qmask - make selectable for shape true in all tools to simplify edits and draw shapes - update image occlusion in reviewer ts to load image properly * add and get notetype else return errors * fix: not showing occlusion * Use a oneof for ImageClozeNoteResponse Makes it clearer that only one of them can be returned * Don't crash if image filename not provided The second unwrap should be ok, as the input is utf8 * Refactor get_image_cloze_note - fixes crash when note doesn't exist - Ok(None) case was not covered - decouples business logic from native error->proto error conversion - no need for original copy - field[x] is more idiomatic than field.get(x).unwrap() - don't need mutable access to fields * Fix crash if image file unreadable + Use our read_file helper for better error context * Add metadata() helper * Fix crash if file metadata can't be read * remove color picker, qmask and shape color - remove strings from ftl - remove color picker component - remove from cloze generation - remove icons for two buttons - use constant color for shapes * update color in reviewer and ftl strings * fix shape position in canvas & add border to shape - rename mask to inactive shape and active shape color - border witdth and border color - change decimal point deserializing string and toFixed(2) - add thin border in mask editor, may be image background was transparent * fix shape position in canvas after modified - do not draw fixed ratio shapes by turn of uniformScaling - fix rectangle width,height - fix ellipse rx,ry,width,height - fix polygon postion and points - draw outside of canvas also * fix border width and color in reviewer canvas - rename variable * refactor cloze div generate and remove angle * fix origin when drawn outside of canvas from right * fix shape at boundry & not include rx,ry rectangle - move shapes at boundry when pointer is outside of canvas - include rx, ry for ellipse only - include points for polygon only * fix lint errors & update image size in editor canvas based on height and width * remove unsupported layerX & layerX for touchscreen - fix shapes at edges * implemented undo redo with canvas state - implemented undo redo using fabric canvas events - polygon is special case and implemented only added and modified event - rectangle and ellipse have object:added, object:modified and object:removed case - change id to undo and redo * remove background image from canvas and used css to put image tag below canvas editor - set image width and height after adding image * fix for polygon points, add br in cloze strings, & toogle masks button - fix shapes at edges - toggle masks button to show/hide masks - hide clozes string, it contains <br> - set height for div container (used 'relative' in css) * refactor top toolbar, add space and border radius - rename cursor tools - add left and right border * fix undo after undo happen, use transparent color in draw mode |
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96a9dba67d | Ensure svelte changes trigger dprint run | ||
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ded805b504
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Switch Rust import style (#2330)
* Prepare to switch Rust import style * Run nightly format Closes #2320 * Clean up a few imports * Enable comment wrapping * Wrap comments |
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0ebe70fe23 | Bump Mathjax version | ||
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5e0a761b87
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Move away from Bazel (#2202)
(for upgrading users, please see the notes at the bottom) Bazel brought a lot of nice things to the table, such as rebuilds based on content changes instead of modification times, caching of build products, detection of incorrect build rules via a sandbox, and so on. Rewriting the build in Bazel was also an opportunity to improve on the Makefile-based build we had prior, which was pretty poor: most dependencies were external or not pinned, and the build graph was poorly defined and mostly serialized. It was not uncommon for fresh checkouts to fail due to floating dependencies, or for things to break when trying to switch to an older commit. For day-to-day development, I think Bazel served us reasonably well - we could generally switch between branches while being confident that builds would be correct and reasonably fast, and not require full rebuilds (except on Windows, where the lack of a sandbox and the TS rules would cause build breakages when TS files were renamed/removed). Bazel achieves that reliability by defining rules for each programming language that define how source files should be turned into outputs. For the rules to work with Bazel's sandboxing approach, they often have to reimplement or partially bypass the standard tools that each programming language provides. The Rust rules call Rust's compiler directly for example, instead of using Cargo, and the Python rules extract each PyPi package into a separate folder that gets added to sys.path. These separate language rules allow proper declaration of inputs and outputs, and offer some advantages such as caching of build products and fine-grained dependency installation. But they also bring some downsides: - The rules don't always support use-cases/platforms that the standard language tools do, meaning they need to be patched to be used. I've had to contribute a number of patches to the Rust, Python and JS rules to unblock various issues. - The dependencies we use with each language sometimes make assumptions that do not hold in Bazel, meaning they either need to be pinned or patched, or the language rules need to be adjusted to accommodate them. I was hopeful that after the initial setup work, things would be relatively smooth-sailing. Unfortunately, that has not proved to be the case. Things frequently broke when dependencies or the language rules were updated, and I began to get frustrated at the amount of Anki development time I was instead spending on build system upkeep. It's now about 2 years since switching to Bazel, and I think it's time to cut losses, and switch to something else that's a better fit. The new build system is based on a small build tool called Ninja, and some custom Rust code in build/. This means that to build Anki, Bazel is no longer required, but Ninja and Rust need to be installed on your system. Python and Node toolchains are automatically downloaded like in Bazel. This new build system should result in faster builds in some cases: - Because we're using cargo to build now, Rust builds are able to take advantage of pipelining and incremental debug builds, which we didn't have with Bazel. It's also easier to override the default linker on Linux/macOS, which can further improve speeds. - External Rust crates are now built with opt=1, which improves performance of debug builds. - Esbuild is now used to transpile TypeScript, instead of invoking the TypeScript compiler. This results in faster builds, by deferring typechecking to test/check time, and by allowing more work to happen in parallel. As an example of the differences, when testing with the mold linker on Linux, adding a new message to tags.proto (which triggers a recompile of the bulk of the Rust and TypeScript code) results in a compile that goes from about 22s on Bazel to about 7s in the new system. With the standard linker, it's about 9s. Some other changes of note: - Our Rust workspace now uses cargo-hakari to ensure all packages agree on available features, preventing unnecessary rebuilds. - pylib/anki is now a PEP420 implicit namespace, avoiding the need to merge source files and generated files into a single folder for running. By telling VSCode about the extra search path, code completion now works with generated files without needing to symlink them into the source folder. - qt/aqt can't use PEP420 as it's difficult to get rid of aqt/__init__.py. Instead, the generated files are now placed in a separate _aqt package that's added to the path. - ts/lib is now exposed as @tslib, so the source code and generated code can be provided under the same namespace without a merging step. - MyPy and PyLint are now invoked once for the entire codebase. - dprint will be used to format TypeScript/json files in the future instead of the slower prettier (currently turned off to avoid causing conflicts). It can automatically defer to prettier when formatting Svelte files. - svelte-check is now used for typechecking our Svelte code, which revealed a few typing issues that went undetected with the old system. - The Jest unit tests now work on Windows as well. If you're upgrading from Bazel, updated usage instructions are in docs/development.md and docs/build.md. A summary of the changes: - please remove node_modules and .bazel - install rustup (https://rustup.rs/) - install rsync if not already installed (on windows, use pacman - see docs/windows.md) - install Ninja (unzip from https://github.com/ninja-build/ninja/releases/tag/v1.11.1 and place on your path, or from your distro/homebrew if it's 1.10+) - update .vscode/settings.json from .vscode.dist |