refactor: Update bottom controls for improved styling and functionality
- Adjusted button styles across various components for consistency and better UX. - Enhanced layout of action controls to utilize whitespace more effectively. - Updated slider styles for a more modern appearance and improved usability. - Refined input fields and labels for better accessibility and readability. - Introduced new app surface styles for a cohesive design across the application. - Added tests for canvas cursor behavior to ensure correct cursor display during operations.
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@@ -8,7 +8,7 @@ import { textureCoordinatesForCrop, textureCoordinatesForRect } from "./texture-
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export type MaskVisualizationMode = "blackWhite" | "alpha" | "hiddenOverlay";
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export type ImageTextureRenderer = {
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syncAssets(assets: readonly Asset[]): void;
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syncAssets(assets: readonly Pick<Asset, "id">[]): void;
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render(asset: Asset, rect: ScreenRect, clipRect?: ScreenRect, opacity?: number, rotation?: number, sourceRect?: Rect): boolean;
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renderMasked(asset: Asset, rect: ScreenRect, maskAsset: Asset, maskRect: ScreenRect, clipRect?: ScreenRect, opacity?: number, rotation?: number, sourceRect?: Rect): boolean;
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renderMaskRevealPreview(asset: Asset, rect: ScreenRect, maskAsset: Asset, maskRect: ScreenRect, opacity: number, clipRect?: ScreenRect, layerOpacity?: number, rotation?: number, sourceRect?: Rect): boolean;
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@@ -346,7 +346,8 @@ function loadTextureState(
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const source = asset.source;
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image.onload = () => {
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if (isDisposed() || entry.source !== source) return;
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const texture = createTexture(context.gl, image);
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const textureSource = asset.mimeType === "image/svg+xml" ? rasterizeSvgImage(image, asset) : image;
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const texture = createTexture(context.gl, textureSource);
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if (entry.previousTexture) context.gl.deleteTexture(entry.previousTexture);
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entry.previousTexture = undefined;
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entry.current = { status: "ready", texture };
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@@ -361,6 +362,17 @@ function loadTextureState(
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return { status: "loading", image };
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}
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function rasterizeSvgImage(image: HTMLImageElement, asset: Asset): HTMLCanvasElement {
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const canvas = document.createElement("canvas");
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canvas.width = Math.max(1, Math.ceil(asset.intrinsicSize.w));
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canvas.height = Math.max(1, Math.ceil(asset.intrinsicSize.h));
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const context = canvas.getContext("2d");
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if (!context) throw new Error("Failed to create SVG rasterization context");
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context.clearRect(0, 0, canvas.width, canvas.height);
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context.drawImage(image, 0, 0, canvas.width, canvas.height);
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return canvas;
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}
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function renderableTexture(entry: TextureEntry): WebGLTexture | undefined {
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if (entry.current.status === "ready") return entry.current.texture;
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return entry.previousTexture;
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@@ -392,7 +404,7 @@ function intersectScreenRects(a: ScreenRect, b: ScreenRect): ScreenRect | undefi
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return { x: x1, y: y1, w: x2 - x1, h: y2 - y1 };
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}
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function createTexture(gl: WebGL2RenderingContext, image: HTMLImageElement) {
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function createTexture(gl: WebGL2RenderingContext, image: TexImageSource) {
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const texture = gl.createTexture();
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if (!texture) throw new Error("Failed to create image texture");
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