Add complete text rendering system with the following features: **Text Tool Core:** - TextTool class with click-to-place text functionality - Text cursor and pointer event handling - Integration with DrawCommand for undo/redo support **Text Rendering:** - Multi-line text support with line height control - Custom letter spacing - Text alignment (left/center/right) - Font families: 13 web-safe fonts + 14 popular Google Fonts - Dynamic Google Font loading via Web Font Loader API - Font styles (normal/italic) and weights (100-900) **Text Dialog UI:** - Full-featured text editor dialog - Live preview of text with all formatting - Font family selection (web-safe + Google Fonts) - Font size (8-500px), style, and weight controls - Color picker with hex input - Text alignment options - Line height slider (0.5-3x) - Letter spacing slider (-10 to 50px) - Multi-line text input with textarea **State Management:** - text-store with Zustand + persist middleware - All text settings preserved across sessions - Dialog state management (open/close) - Click position tracking **Integration:** - Added text tool to tool palette with Type icon - Registered TextTool in canvas tool system - Added TextDialog to editor layout - Full type safety with TypeScript interfaces **Undoable:** - Text rendering fully integrated with command pattern - Each text insertion creates single undo point - Proper before/after state capture This completes Phase 11 of the implementation plan, marking the transition from MVP to a fully-featured image editor. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
76 lines
2.0 KiB
TypeScript
76 lines
2.0 KiB
TypeScript
import { BaseTool } from './base-tool';
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import type { PointerState } from '@/types';
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import { useTextStore } from '@/store/text-store';
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import { useLayerStore } from '@/store/layer-store';
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import { useHistoryStore } from '@/store/history-store';
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import { DrawCommand } from '@/core/commands/draw-command';
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import { renderText } from '@/lib/text-utils';
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/**
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* Text tool - Click to place text on canvas
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*/
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export class TextTool extends BaseTool {
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constructor() {
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super('Text');
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}
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onPointerDown(pointer: PointerState): void {
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const layer = this.getActiveLayer();
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if (!layer) return;
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// Open text dialog at click position
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const { openDialog } = useTextStore.getState();
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openDialog(pointer.x, pointer.y);
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}
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onPointerMove(): void {
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// No-op for text tool
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}
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onPointerUp(): void {
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// No-op for text tool
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}
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getCursor(): string {
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return 'text';
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}
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/**
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* Render text on canvas (called from dialog)
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*/
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static renderTextOnCanvas(x: number, y: number): void {
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const layer = TextTool.getActiveLayerStatic();
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if (!layer?.canvas) return;
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const ctx = layer.canvas.getContext('2d');
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if (!ctx) return;
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const { settings } = useTextStore.getState();
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// Create draw command for history
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const drawCommand = new DrawCommand(layer.id, 'Add Text');
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// Render text
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renderText(ctx, x, y, settings);
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// Add to history
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drawCommand.captureAfterState();
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const { executeCommand } = useHistoryStore.getState();
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executeCommand(drawCommand);
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// Update layer to trigger re-render
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const { updateLayer } = useLayerStore.getState();
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updateLayer(layer.id, { updatedAt: Date.now() });
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}
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private getActiveLayer() {
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const { activeLayerId, layers } = useLayerStore.getState();
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return layers.find((l) => l.id === activeLayerId);
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}
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private static getActiveLayerStatic() {
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const { activeLayerId, layers } = useLayerStore.getState();
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return layers.find((l) => l.id === activeLayerId);
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}
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}
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