pub fn move_selected(&mut self, target: DVec2, relative: bool, responses: &mut VecDeque<Message>) {
		let transform = &self.transform.clone();
		let mut edited_bez_path = self.elements.clone();

		for selected_anchor in self.selected_anchors_mut() {
			selected_anchor.move_selected_points(target, relative, &mut edited_bez_path, transform);
		}

		// We've made our changes to the shape, submit them
		responses.push_back(
			Operation::SetShapePathInViewport {
				path: self.layer_path.clone(),
				bez_path: edited_bez_path.into_iter().collect(),
				transform: self.transform.to_cols_array(),
			}
			.into(),
		);
	}
/// Move the selected point based on mouse input, if this is a handle we can control if we are mirroring or not
/// A wrapper around move_point to handle mirror state / submit the changes
Move the selected point based on mouse input, if this is a handle we can control if we are mirroring or not
A wrapper around move_point to handle mirror state / submit the changes
Move the selected point based on mouse input if this is a handle we can control if we are mirroring or not A wrapper around move_point to handle mirror state / submit the changes
pub fn move_selected(&mut self, target: DVec2, relative: bool, responses: &mut VecDeque<Message>) {
		let transform = &self.transform.clone();
		let mut edited_bez_path = self.elements.clone();
		for selected_anchor in self.selected_anchors_mut() {
			selected_anchor.move_selected_points(target, relative, &mut edited_bez_path, transform);
		}
		// We've made our changes to the shape, submit them
		responses.push_back(
			Operation::SetShapePathInViewport {
				path: self.layer_path.clone(),
				bez_path: edited_bez_path.into_iter().collect(),
				transform: self.transform.to_cols_array(),
			}
			.into(),
		);
	}
pub fn move_selected ( & mut self , target : DVec2 , relative : bool , responses : & mut VecDeque < Message > ) { let transform = & self . transform . clone ( ) ; let mut edited_bez_path = self . elements . clone ( ) ; for selected_anchor in self . selected_anchors_mut ( ) { selected_anchor . move_selected_points ( target , relative , & mut edited_bez_path , transform ) ; } // We've made our changes to the shape, submit them responses . push_back ( Operation :: SetShapePathInViewport { path : self . layer_path . clone ( ) , bez_path : edited_bez_path . into_iter ( ) . collect ( ) , transform : self . transform . to_cols_array ( ) , } . into ( ) , ) ; }
Move the selected point based on mouse input, if this is a handle we can control if we are mirroring or not
A wrapper around move_point to handle mirror state / submit the changes
Move the selected point based on mouse input if this is a handle we can control if we are mirroring or not A wrapper around move_point to handle mirror state / submit the changes
&mut self
target
DVec2
relative
bool
responses
&mut VecDeque<Message>
&mut self
target
DVec2
relative
bool
responses
&mut VecDeque<Message>