fix initial load and safe issue by storing noteId

This commit is contained in:
Tom 2022-04-10 15:03:09 +02:00
parent 272bb136d8
commit afe2a03aef

View file

@ -41,11 +41,6 @@ const TPL = `
* FIXME: FONTS from unpkg.com are loaded. Change font to HELVETICA?
* See: https://www.npmjs.com/package/@excalidraw/excalidraw => FONT_FAMILY
*/
/**
* FIXME: when loading a note, onchangehandler gets fired and then note is automatically saved. this leads to
* network overhead, and also sometimes to an empty note, if somehow loading failed, then empty content
* is saved.
*/
/**
* Discussion?: add complete @excalidraw/excalidraw, utils, react, react-dom as library? maybe also node_modules?
*/
@ -57,6 +52,7 @@ export default class ExcalidrawTypeWidget extends TypeWidget {
this.debounceTimeOnchangeHandler = 750; // ms
// temporary vars
this.currentNoteId = "";
this.currentSceneVersion = -1;
// will be overwritten
@ -119,8 +115,6 @@ export default class ExcalidrawTypeWidget extends TypeWidget {
ReactDOM.unmountComponentAtNode(this.$renderElement);
ReactDOM.render(React.createElement(this.ExcalidrawReactApp), this.$renderElement);
// FIXME: probably, now, i should manually trigger a refresh?!
})
return this.$widget;
@ -133,6 +127,16 @@ export default class ExcalidrawTypeWidget extends TypeWidget {
* @param {note} note
*/
async doRefresh(note) {
// see if note changed, since we do not get a new class for a new note
this.log("doRefresh note KKKK", this.currentNoteId, note.noteId);
const noteChanged = this.currentNoteId !== note.noteId;
// reset scene to omit unnecessary onchange handler
if (noteChanged) {
this.log("doRefresh resetCurrentSceneVersion = -1");
this.currentSceneVersion = -1;
}
this.currentNoteId = note.noteId;
// get note from backend and put into canvas
const noteComplement = await froca.getNoteComplement(note.noteId);
this.log('doRefresh', note, noteComplement);
@ -232,25 +236,20 @@ export default class ExcalidrawTypeWidget extends TypeWidget {
this.spacedUpdate.scheduleUpdate();
}
/**
*
// FIXME: also, after we save, a refresh is triggered. if we switch too fast, we might get the saved
// version instead of our (draw something, activate circle, then refresh happens, circle activation
// is revoked)
*/
onChangeHandler() {
this.log("onChangeHandler() =================", new Date(), this.isNewSceneVersion());
const appState = this.excalidrawRef.current.getAppState() || {};
// if cursor is down, rectangle is not yet part of elements. updating and refreshing breaks stuff
const isCursorUp = appState.cursorButton === "up";
// changeHandler is called upon any tiny change in excalidraw. button clicked, hover, etc.
// make sure only when a new element is added, we actually save something.
const isNewSceneVersion = this.isNewSceneVersion();
// FIXME: however, we might want to make an exception, if viewport changed, since viewport
// is desired to save? (add)
const shouldSave = isCursorUp && isNewSceneVersion;
// upon updateScene, onchange is called, even though "nothing really changed" that is worth saving
const isInitialScene = this.currentSceneVersion === -1;
const shouldSave = isNewSceneVersion && !isInitialScene;
if (shouldSave) {
this.updateSceneVersion();