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upstream-tldraw/templates/agent/client/actions/MoveActionUtil.ts
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129 lines
3.5 KiB
TypeScript

import { TLShapeId, Vec } from 'tldraw'
import { MoveAction } from '../../shared/schema/AgentActionSchemas'
import { Streaming } from '../../shared/types/Streaming'
import { AgentHelpers } from '../AgentHelpers'
import { AgentActionUtil, registerActionUtil } from './AgentActionUtil'
export const MoveActionUtil = registerActionUtil(
class MoveActionUtil extends AgentActionUtil<MoveAction> {
static override type = 'move' as const
override getInfo(action: Streaming<MoveAction>) {
return {
icon: 'cursor' as const,
description: action.intent ?? '',
}
}
override sanitizeAction(action: Streaming<MoveAction>, helpers: AgentHelpers) {
if (!action.complete) return action
// Make sure the shape ID refers to a real shape
const shapeId = helpers.ensureShapeIdExists(action.shapeId)
if (!shapeId) return null
action.shapeId = shapeId
// Make sure the x and y values are numbers
const floatX = helpers.ensureValueIsNumber(action.x)
const floatY = helpers.ensureValueIsNumber(action.y)
if (floatX === null || floatY === null) return null
action.x = floatX
action.y = floatY
return action
}
override applyAction(action: Streaming<MoveAction>, helpers: AgentHelpers) {
if (!action.complete) return
const { editor } = this
// Translate the position back to the chat's position
const { x, y } = helpers.removeOffsetFromVec({ x: action.x, y: action.y })
const shapeId = `shape:${action.shapeId}` as TLShapeId
const shape = editor.getShape(shapeId)
if (!shape) return
const shapeBounds = editor.getShapePageBounds(shapeId)
if (!shapeBounds) return
const moveTarget = new Vec(x, y)
const shapeOrigin = new Vec(shape.x, shape.y)
const shapeBoundsOrigin = new Vec(shapeBounds.minX, shapeBounds.minY)
// Calculate the offset from the shape bounds origin to the shape origin
const shapeOriginDelta = shapeOrigin.sub(shapeBoundsOrigin)
// Adjust the target position based on the anchor point
const boundsWidth = shapeBounds.w
const boundsHeight = shapeBounds.h
// Calculate the anchor point offset from the bounds origin
let anchorOffsetX = 0
let anchorOffsetY = 0
switch (action.anchor) {
case 'top-left': {
anchorOffsetX = 0
anchorOffsetY = 0
break
}
case 'top-center': {
anchorOffsetX = boundsWidth / 2
anchorOffsetY = 0
break
}
case 'top-right': {
anchorOffsetX = boundsWidth
anchorOffsetY = 0
break
}
case 'bottom-left': {
anchorOffsetX = 0
anchorOffsetY = boundsHeight
break
}
case 'bottom-center': {
anchorOffsetX = boundsWidth / 2
anchorOffsetY = boundsHeight
break
}
case 'bottom-right': {
anchorOffsetX = boundsWidth
anchorOffsetY = boundsHeight
break
}
case 'center-left': {
anchorOffsetX = 0
anchorOffsetY = boundsHeight / 2
break
}
case 'center-right': {
anchorOffsetX = boundsWidth
anchorOffsetY = boundsHeight / 2
break
}
case 'center': {
anchorOffsetX = boundsWidth / 2
anchorOffsetY = boundsHeight / 2
break
}
}
// Adjust the target to account for the anchor point
// The target x,y should be where the anchor point is positioned
// So we subtract the anchor offset to get the bounds origin position
const adjustedTarget = moveTarget.sub(new Vec(anchorOffsetX, anchorOffsetY))
const newTarget = adjustedTarget.add(shapeOriginDelta)
editor.updateShape({
id: shapeId,
type: shape.type,
x: newTarget.x,
y: newTarget.y,
})
}
}
)