* 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.
… if page content exceeds viewport.
- Set 'opacity' to 0 instead of setting 'left' to a large negative
value to create an invisible but focusable button.
- Prevent page from scrolling by setting 'left/top' to the values
of 'scrollX/scrollY'.
* Refactor CSS preloading
- Rename css.ts to preload.ts
- Rename type/function names
- Automatically remove style/link element on load/error event
* Refactor image preloading
- Reuse template element
- Change timeout value from 100ms to 200ms, as it often takes more than
100ms to load even a single small image on a low-spec machine
- Refactor preloadAnswerImages():
- Use 'new Image()' instead of <link rel=preload>
- Stop calculating images that only appear on the answer side as
cached images are resolved immediately
* Update tsconfig.json
es2020.string -> String.matchAll()
es2018.regexp -> RegExprMatchArray.groups
* Implement custom font preloading
Font files for some languages such as Chinese and Japanese can be as
large as 20MB, so we set the timeout value to 800ms for font preloading.
* 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
* Give webviews a slide-in animation
if reduced motion isn't set.
* Auto-hide toolbar in review mode
moving the mouse above the main webview expands the toolbar. When the mouse leaves the toolbar, it will collapse after a delay of 2s.
* Save some space on bottom toolbars
* Use props for all hard-coded transition durations
and decrease most commonly used duration (200ms) to 150ms.
* Move auto-hide logic into ToolbarWebView
and handle auto-hide specific events in the respective webview subclasses.
* Fix typing issues
* Fix flickering issue
* Add auto_hide_toolbar opt-in to preferences
* Rename hide_toolbar to collapse_toolbar
to better describe the dock-like behaviour.
* Rename setting to minimize_distractions
* Reduce calls to pm in eventFilter
* Run formatter
* Revert setting title to something more specific
* Increase default animation time to 180ms
* Inset toolbar in review mode
when auto-hide is not enabled.
* Use card background on toolbar and add glass effect
* Use flatten/elevate over inset/outset
* Use flatten/elevate over inset/outset
* Update toolbar.py
* Fix toolbar background delay
* Tweak styles
* Use "collapse" instead of "auto-hide"
* Fix background misalignment in collapse mode
* Do not collapse toolbar when pointer is outside MainWebView
* Reduce hide_timer interval to 1000ms
* Use CSS to hide toolbar instead of setting webview height
* Add guard to prevent backdrop-filter: blur on Qt 5.14
* Apply transition to body instead of toolbar
to not complicate things for #2301.
* Fix Qt 5.14 and apply guard globally
* Fix background image scaling difference
* Tweak preference wording (dae)
(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
* Remove --medium-border variable
* Implement color palette using Sass maps
I hand-picked the gray tones, the other colors are from the Tailwind CSS v3 palette.
Significant changes:
- light theme is brighter
- dark theme is darker
- borders are softer
I also deleted some platform- and night-mode-specific code.
* Use custom colors for note view switch
* Use same placeholder color for all inputs
* Skew color palette for more dark values
by removing gray[3], which wasn't used anywhere. Slight adjustments were made to the darker tones.
* Adjust frame- window- and border colors
* Give deck browser entries --frame-bg as background color
* Define styling for QComboBox and QLineEdit globally
* Experiment with CSS filter for inline-colors
Inside darker inputs, some colors like dark blue will be hard to read, so we could try to improve text-color contrast with global adjustments depending on the theme.
* Use different map structure for _vars.scss
after @hgiesel's idea: https://github.com/ankitects/anki/pull/2016#discussion_r947087871
* Move custom QLineEdit styles out of searchbar.py
* Merge branch 'main' into color-palette
* Revert QComboBox stylesheet override
* Align gray color palette more with macOS
* Adjust light theme
* Use --slightly-grey-text for options tab color
* Replace gray tones with more neutral values
* Improve categorization of global colors
by renaming almost all of them and sorting them into separate maps.
* Saturate highlight-bg in light theme
* Tweak gray tones
* Adjust box-shadow of EditingArea to make fields look inset
* Add Sass functions to access color palette and semantic variables
in response to https://github.com/ankitects/anki/pull/2016#issuecomment-1220571076
* Showcase use of access functions in several locations
@hgiesel in buttons.scss I access the color palette directly. Is this what you meant by "... keep it local to the component, and possibly make it global at a later time ..."?
* Fix focus box shadow transition and remove default shadow for a cleaner look
I couldn't quite get the inset look the way I wanted, because inset box-shadows do not respect the border radius, therefore causing aliasing.
* Tweak light theme border and shadow colors
* Add functions and colors to base_lib
* Add vars_lib as dependency to base_lib and button_mixins_lib
* Improve uses of default-themed variables
* Use old --frame-bg color and use darker tone for canvas-default
* Return CSS var by default and add palette-of function for raw value
* Showcase use of palette-of function
The #{...} syntax is required only because the use cases are CSS var definitions. In other cases a simple palette-of(keyword, theme) would suffice.
* Light theme: decrease brightness of canvas-default and adjust fg-default
* Use canvas-inset variable for switch knob
* Adjust light theme
* Add back box-shadow to EditingArea
* Light theme: darken background and flatten transition
also set hue and saturation of gray-8 to 0 (like all the other grays).
* Reduce flag colors to single default value
* Tweak card/note accent colors
* Experiment with inset look for fields again
Is this too dark in night mode? It's the same color used for all other text inputs.
* Dark theme: make border-default one shade darker
* Tweak inset shadow color
* Dark theme: make border-faint darker than canvas-default
meaning two shades darker than it currently was.
* Fix PlainTextInput not expanding
* Dark theme: use less saturated flag colors
* Adjust gray tones
* Fix nested variables not getting extracted correctly
* Rename canvas-outset to canvas-elevated
* Light theme: darken canvas-default
* Make canvas-elevated a bit darker
* Rename variables and use them in various components
* Refactor button mixins
* Remove fusion vars from Anki
* Adjust button gradients
* Refactor button mixins
* Fix deck browser table td background color
* Use color function in buttons.scss
* Rework QTabWidget stylesheet
* Fix crash on browser open
* Perfect QTableView header
* Fix bottom toolbar button gradient
* Fix focus outline of bottom toolbar buttons
* Fix custom webview scrollbar
* Fix uses of vars in various webviews
The command @use vars as * lead to repeated inclusion of the CSS vars.
* Enable primary button color with mixin
* Run prettier
* Fix Python code style issues
* Tweak colors
* Lighten scrollbar shades in light theme
* Fix code style issues caused by merge
* Fix harsh border color in editor
caused by leftover --medium-border variables, probably introduced with a merge commit.
* Compile Sass before extracting Python colors/props
This means the Python side doesn't need to worry about the map structure and Sass functions, just copy the output CSS values.
* Desaturate primary button colors by 10%
* Convert accidentally capitalized variable names to lowercase
* Simplify color definitions with qcolor function
* Remove default border-focus variable
* Remove redundant colon
* Apply custom scrollbar CSS only on Windows and Linux
* Make border-subtle color brighter than background in dark theme
* Make border-subtle color a shade brighter in light theme
* Use border-subtle for NoteEditor and EditorToolbar border
* Small patches
* Allow webviews to opt in to default D&D handling
* Remove redundant webview.js include
* Block default drag & drop behavior in reviewing screens
* Fix mypy error
* Make eslint sort our imports
* fix missing deps in eslint rule (dae)
Caught on Linux due to the stricter sandboxing
* Remove exports-last eslint rule (for now?)
* Adjust browserslist settings
- We use ResizeObserver which is not supported in browsers like KaiOS,
Baidu or Android UC
* Raise minimum iOS version 13.4
- It's the first version that supports ResizeObserver
* Apply new eslint rules to sort imports
* Preload external css files to prevent flash of unstyled content
This is an implementation of the approach mentioned in the commit
message of 46b85d5.
* Tweak max_age value for css files
Ensure that css preloading works even on a slow PC.
ts_library() is deprecated and will presumably be dropped from a
future rules_nodejs, and it wasn't working with the jest tests
after updating, so we switch over to ts_project().
There are some downsides:
- It's a bit slower, as the worker mode doesn't appear to function
at the moment.
- Getting it working with a mix of source files and generated files
was quite tricky, especially as things behave differently on Windows,
and differently when editing with VS Code. Solved with a small patch
to the rules, and a wrapper script that copies everything into the
bin folder first. To keep VS Code working correctly as well, the built
files are symlinked into the source folder.
- TS libraries are not implicitly linked to node_modules, so they
can't be imported with an absolute name like "lib/proto" - we need
to use relative paths like "../lib/proto" instead. Adjusting "paths"
in tsconfig.json makes it work for TS compilation, but then it fails
at the esbuild stage. We could resolve it by wrapping the TS
libraries in a subsequent js_library() call, but that has the downside
of losing the transient dependencies, meaning they need to be listed
again. Alternatively we might be able to solve it in the future by
adjusting esbuild, but for now the paths have been made relative to
keep things simple.
Upsides:
- Along with updates to the Svelte tooling, Svelte typing has improved.
All exports made in a Svelte file are now visible to other files that
import them, and we no longer rebuild the Svelte files when TS files
are updated, as the Svelte files do no type checking themselves, and
are just a simple transpilation. Svelte-check now works on Windows again,
and there should be no errors when editing in VS Code after you've
built the project. The only downside seems to be that cmd+clicking
on a Svelte imports jumps to the .d.ts file instead of the original now;
presumably they'll fix that in a future plugin update.
- Each subfolder now has its own tsconfig.json, and tsc can be called
directly for testing purposes (but beware it will place build products
in the source tree): ts/node_modules/.bin/tsc -b ts
- We can drop the custom esbuild_toolchain, as it's included in the
latest rules_nodejs.
Other changes:
- "image_module_support" is moved into lib/, and imported with
<reference types=...>
- Images are now imported directly from their npm package; the
extra copy step has been removed.
Windows users may need to use "bazel clean" before building this,
due to old files lying around in the build folder.