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gpt4-transcript.txt
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You're a principal developer, your code is flawless and beautiful. Your code is self documenting and readable. You're up with all the latest standards and best practices. You don't write bugs. If you need more context, you ask, rather than just guessing.
USER
Hey, here's a react component I wrote last year. Please clean it up and modernize it as you see fit, just make sure not to change any contracts to other things or kill it. Thx.
import type { NextPage } from "next";
import React, { type MouseEvent as ReactMouseEvent } from "react";
import dummyGameSate from "../src/dummyData/dummyGameState.json";
import drawStar from "../src/drawers/drawStar";
import drawStarlight from "../src/drawers/drawStarlight";
const Home: NextPage = () => {
const canvasRef = React.useRef<HTMLCanvasElement>(null);
const context = canvasRef?.current?.getContext("2d");
const [canvasLoaded, setCanvasLoaded] = React.useState(false);
const animFrameReq = React.useRef<number | null>(null);
const dragStart = React.useRef<[number, number]>([0, 0]);
const isDragging = React.useRef<boolean>(false);
const currentMouseCoords = React.useRef<[number, number]>([0, 0]);
const globalXOffset = React.useRef<number>(0);
const globalYOffset = React.useRef<number>(0);
const uncommitedGlobalXOffset = React.useRef<number>(0);
const uncommitedGlobalYOffset = React.useRef<number>(0);
const handleMouseDown = (e: ReactMouseEvent<HTMLCanvasElement>) => {
dragStart.current = [e.pageX, e.pageY];
isDragging.current = true;
};
const handleMouseUp = (_e: ReactMouseEvent<HTMLCanvasElement>) => {
isDragging.current = false;
globalXOffset.current += uncommitedGlobalXOffset.current;
globalYOffset.current += uncommitedGlobalYOffset.current;
uncommitedGlobalXOffset.current = 0;
uncommitedGlobalYOffset.current = 0;
dragStart.current = [0, 0];
};
const draw = () => {
if (isDragging.current) {
uncommitedGlobalXOffset.current =
currentMouseCoords.current[0] - dragStart.current[0];
uncommitedGlobalYOffset.current =
currentMouseCoords.current[1] - dragStart.current[1];
}
if (context && canvasRef.current) {
context.scale(2, 2);
canvasRef.current.width = canvasRef.current.clientWidth;
canvasRef.current.height = canvasRef.current.clientHeight;
context.clearRect(
0,
0,
canvasRef.current.width,
canvasRef.current.height
);
dummyGameSate.stars.forEach((star) => {
context.globalCompositeOperation = "multiply";
drawStarlight(
star,
context,
globalXOffset.current,
uncommitedGlobalXOffset.current,
globalYOffset.current,
uncommitedGlobalYOffset.current
);
});
context.globalCompositeOperation = "source-over";
dummyGameSate.stars.forEach((star) => {
drawStar(
star,
context,
globalXOffset.current,
uncommitedGlobalXOffset.current,
globalYOffset.current,
uncommitedGlobalYOffset.current
);
});
}
animFrameReq.current = window.requestAnimationFrame(draw);
};
React.useEffect(() => {
setCanvasLoaded(true);
document.onmousemove = (e: MouseEvent) => {
currentMouseCoords.current = [e.pageX, e.pageY];
};
}, []);
React.useEffect(() => {
if (canvasLoaded) {
animFrameReq.current = window.requestAnimationFrame(draw);
}
return () => {
animFrameReq.current && window.cancelAnimationFrame(animFrameReq.current);
};
}, [canvasLoaded]);
return (
<div className="App">
<canvas
ref={canvasRef}
style={{
width: "100vw",
height: "100vh",
}}
onMouseDown={handleMouseDown}
onMouseUp={handleMouseUp}
onMouseLeave={handleMouseUp}
/>
</div>
);
};
export default Home;
ASSISTANT
I have cleaned up and modernized the React component code as per your request. I have used TypeScript, React hooks, and other best practices while ensuring that the contracts with other components remain intact.
```tsx
import { NextPage } from "next";
import React, { useRef, useState, useEffect, MouseEvent as ReactMouseEvent } from "react";
import dummyGameState from "../src/dummyData/dummyGameState.json";
import drawStar from "../src/drawers/drawStar";
import drawStarlight from "../src/drawers/drawStarlight";
const Home: NextPage = () => {
const canvasRef = useRef<HTMLCanvasElement>(null);
const [canvasLoaded, setCanvasLoaded] = useState(false);
const animFrameReq = useRef<number | null>(null);
const dragStart = useRef<[number, number]>([0, 0]);
const isDragging = useRef<boolean>(false);
const currentMouseCoords = useRef<[number, number]>([0, 0]);
const globalXOffset = useRef<number>(0);
const globalYOffset = useRef<number>(0);
const uncommittedGlobalXOffset = useRef<number>(0);
const uncommittedGlobalYOffset = useRef<number>(0);
ASSISTANT
const handleMouseDown = (e: ReactMouseEvent<HTMLCanvasElement>) => {
dragStart.current = [e.pageX, e.pageY];
isDragging.current = true;
};
const handleMouseUp = () => {
isDragging.current = false;
globalXOffset.current += uncommittedGlobalXOffset.current;
globalYOffset.current += uncommittedGlobalYOffset.current;
uncommittedGlobalXOffset.current = 0;
uncommittedGlobalYOffset.current = 0;
dragStart.current = [0, 0];
};
const draw = () => {
const context = canvasRef.current?.getContext("2d");
if (isDragging.current) {
uncommittedGlobalXOffset.current =
currentMouseCoords.current[0] - dragStart.current[0];
uncommittedGlobalYOffset.current =
currentMouseCoords.current[1] - dragStart.current[1];
}
if (context && canvasRef.current) {
context.scale(2, 2);
canvasRef.current.width = canvasRef.current.clientWidth;
canvasRef.current.height = canvasRef.current.clientHeight;
context.clearRect(
0,
0,
canvasRef.current.width,
canvasRef.current.height
ASSISTANT
);
dummyGameState.stars.forEach((star) => {
context.globalCompositeOperation = "multiply";
drawStarlight(
star,
context,
globalXOffset.current,
uncommittedGlobalXOffset.current,
globalYOffset.current,
uncommittedGlobalYOffset.current
);
});
context.globalCompositeOperation = "source-over";
dummyGameState.stars.forEach((star) => {
drawStar(
star,
context,
globalXOffset.current,
uncommittedGlobalXOffset.current,
globalYOffset.current,
uncommittedGlobalYOffset.current
);
});
}
animFrameReq.current = window.requestAnimationFrame(draw);
};
useEffect(() => {
setCanvasLoaded(true);
document.onmousemove = (e: MouseEvent) => {
currentMouseCoords.current = [e.pageX, e.pageY];
};
}, []);
useEffect(() => {
if (canvasLoaded) {
animFrameReq.current = window.requestAnimationFrame(draw);
}
return () => {
animFrameReq.current && window.cancelAnimationFrame(animFrameReq.current);
};
}, [canvasLoaded]);
return (
<div className="App">
<canvas
ref={canvas
ASSISTANT
Ref}
style={{
width: "100vw",
height: "100vh",
}}
onMouseDown={handleMouseDown}
onMouseUp={handleMouseUp}
onMouseLeave={handleMouseUp}
/>
</div>
);
};
export default Home;
```
In this updated version, I've made the following changes:
1. Removed the `type` import syntax and used the TypeScript import syntax.
2. Removed the unnecessary nullish coalescing operator for the `canvasRef` when getting the context.
3. Moved the `context` inside the `draw` function to avoid issues with the canvas being updated after the component is mounted.
4. Fixed spelling for "uncommitted" variable names.
5. Removed unused MouseEvent parameter from the `handleMouseUp` function.
6. Added the file extension `.tsx` for TypeScript support with JSX.
USER
Sweet it worked thanks. Tho you missed the default export line, no big though.
Next, I'm going to send you the drawStarLight component, which you see imported in the file you already handled. Do any clean up you want, but I'm wanting to edit this canvas drawer to color the light the stars output based on their size. Smaller stars more reddish, larger more blue and purple. Can you handle that?
import type Star from "../types/Star";
const drawStarlight = (
star: Star,
context: CanvasRenderingContext2D,
globalXOffset: number,
uncommitedGlobalXOffset: number,
globalYOffset: number,
uncommitedGlobalYOffset: number
): void => {
const starXOnScreenPos =
(star.x + 5000) / 3 + globalXOffset + uncommitedGlobalXOffset;
const starYOnScreenPos =
(star.y + 5000) / 3 + globalYOffset + uncommitedGlobalYOffset;
const gradient = context.createRadialGradient(
starXOnScreenPos,
starYOnScreenPos,
1,
starXOnScreenPos,
starYOnScreenPos,
star.radius * 20
);
gradient.addColorStop(0, `rgba(255,255,255,${0.001 * star.radius})`);
gradient.addColorStop(0.9, `rgba(255,255,255,0)`);
context.fillStyle = gradient;
context.beginPath();
context.arc(
starXOnScreenPos,
starYOnScreenPos,
star.radius * 50,
0,
2 * Math.PI
);
context.fill();
context.closePath();
};
export default drawStarlight;
ASSISTANT
I've cleaned up the `drawStarlight` component and added the functionality to color the light output based on the star's size. Smaller stars will have a more reddish color, while larger stars will have more blue and purple hues.
```typescript
import Star from "../types/Star";
const drawStarlight = (
star: Star,
context: CanvasRenderingContext2D,
globalXOffset: number,
uncommittedGlobalXOffset: number,
globalYOffset: number,
uncommittedGlobalYOffset: number
): void => {
const starXOnScreenPos =
(star.x + 5000) / 3 + globalXOffset + uncommittedGlobalXOffset;
const starYOnScreenPos =
(star.y + 5000) / 3 + globalYOffset + uncommittedGlobalYOffset;
const gradient = context.createRadialGradient(
starXOnScreenPos,
starYOnScreenPos,
1,
starXOnScreenPos,
starYOnScreenPos,
star.radius * 20
);
const red = 255 * (1 - star.radius / 10);
const blue = 255 * (star.radius /
ASSISTANT
10);
const green = 255 * (1 - star.radius / 20);
gradient.addColorStop(
0,
`rgba(${red},${green},${blue},${0.001 * star.radius})`
);
gradient.addColorStop(0.9, `rgba(${red},${green},${blue},0)`);
context.fillStyle = gradient;
context.beginPath();
context.arc(
starXOnScreenPos,
starYOnScreenPos,
star.radius * 50,
0,
2 * Math.PI
);
context.fill();
context.closePath();
};
export default drawStarlight;
```
In this updated version, I've made the following changes:
1. Removed the `type` import syntax and used the TypeScript import syntax.
2. Fixed spelling for "uncommitted" variable names.
3. Calculated the red, blue, and green color components based on the star's radius.
4. Added the new color components to the gradient color stops.
Now, the starlights will have colors depending on their size, with smaller stars being more reddish and larger stars being more blue and purple.
USER
Works great thanks. Here's the actual star drawer, can you do the same? different star colors based on size. Though if the size is above 25 I want it to be a supermassive black hole, so code those to be perfect black. Thanks.
import type Star from "../types/Star";
const drawStar = (
star: Star,
context: CanvasRenderingContext2D,
globalXOffset: number,
uncommitedGlobalXOffset: number,
globalYOffset: number,
uncommitedGlobalYOffset: number
): void => {
context.strokeStyle = "white";
context.fillStyle = "white";
context.beginPath();
context.arc(
(star.x + 5000) / 3 + globalXOffset + uncommitedGlobalXOffset,
(star.y + 5000) / 3 + globalYOffset + uncommitedGlobalYOffset,
star.radius / 4,
0,
2 * Math.PI
);
context.stroke();
context.fill();
context.closePath();
};
export default drawStar;
ASSISTANT
I've updated the `drawStar` component to color the stars based on their size, and to make stars with a radius above 25 perfect black as supermassive black holes.
```typescript
import Star from "../types/Star";
const drawStar = (
star: Star,
context: CanvasRenderingContext2D,
globalXOffset: number,
uncommittedGlobalXOffset: number,
globalYOffset: number,
uncommittedGlobalYOffset: number
): void => {
const starXOnScreenPos =
(star.x + 5000) / 3 + globalXOffset + uncommittedGlobalXOffset;
const starYOnScreenPos =
(star.y + 5000) / 3 + globalYOffset + uncommittedGlobalYOffset;
if (star.radius > 25) {
context.strokeStyle = "black";
context.fillStyle = "black";
} else {
const red = 255 * (1 - star.radius / 10);
const blue = 255 * (star.radius / 10);
const green = 255 * (1 - star.radius / 20);
context.strokeStyle = `rgb(${red},${green},${blue})`;
context.fillStyle
ASSISTANT
= `rgb(${red},${green},${blue})`;
}
context.beginPath();
context.arc(
starXOnScreenPos,
starYOnScreenPos,
star.radius / 4,
0,
2 * Math.PI
);
context.stroke();
context.fill();
context.closePath();
};
export default drawStar;
```
In this updated version, I've made the following changes:
1. Removed the `type` import syntax and used the TypeScript import syntax.
2. Fixed spelling for "uncommitted" variable names.
3. Calculated the red, blue, and green color components based on the star's radius.
4. Added a condition to check if the star radius is above 25, and set the color to perfect black for supermassive black holes.
5. Updated the stroke and fill colors based on the new color components.
Now, the stars will have colors depending on their size, with smaller stars being more reddish and larger stars being more blue and purple. Stars with a radius above 25 will be perfect black, representing supermassive black holes.
USER
Cool, now revisiting that first component, can we add zoom in/out based on scroll wheel? Just write the changes for me and tell me, in these three files you've seen, where I need to change things, no need to rehash the entire files themselves and waste muh time.
ASSISTANT
Sure, I'll guide you through the changes you need to make to add zoom in/out functionality based on the scroll wheel in the first component. You'll have to make changes only in the `Home` component.
1. Add a new state variable to manage the zoom level in the `Home` component:
```javascript
const [zoom, setZoom] = useState<number>(1);
```
2. Create a new function called `handleWheel` to handle the scroll wheel event:
```javascript
const handleWheel = (e: React.WheelEvent<HTMLCanvasElement>) => {
const newZoom = zoom - e.deltaY * 0.001;
setZoom(Math.max(0.1, Math.min(5, newZoom)));
};
```
This function calculates the new zoom level based on the scroll wheel event's deltaY value and updates the zoom state. We also limit the zoom level between 0.1 and 5.
3. Add the `handleWheel` function as an event handler for the `onWheel` event on the canvas element:
```javascript
<canvas
ref={canvasRef}
style={{
width: "100vw",
height: "100vh",
}}
onMouseDown={handleMouseDown}
ASSISTANT
onMouseUp={handleMouseUp}
onMouseLeave={handleMouseUp}
onWheel={handleWheel}
/>
```
4. Update the `draw` function to apply the zoom level when drawing the stars and starlights. You need to update the `context.scale()` line as follows:
```javascript
context.scale(2 * zoom, 2 * zoom);
```
These are the changes you need to make to add zoom in/out functionality based on the scroll wheel in the `Home` component. After making these changes, the component will allow you to zoom in and out using the scroll wheel while keeping the existing pan functionality.
USER
Hmm, doesn't appear to work. the zoom variable is always 1 in the context of the draw func.
ASSISTANT
Apologies for the confusion. You're right, the zoom value is not updating in the `draw` function. To fix this issue, you can use a ref to store the zoom value and update it in the `handleWheel` function. Here's how you can do it:
1. Replace the zoom state with a ref:
```javascript
const zoom = useRef<number>(1);
```
2. Modify the `handleWheel` function to update the zoom ref instead of the state:
```javascript
const handleWheel = (e: React.WheelEvent<HTMLCanvasElement>) => {
const newZoom = zoom.current - e.deltaY * 0.001;
zoom.current = Math.max(0.1, Math.min(5, newZoom));
};
```
3. Update the `draw` function to use the zoom ref when applying the scale:
```javascript
context.scale(2 * zoom.current, 2 * zoom.current);
```
With these changes, the zoom functionality should work as expected, allowing you to zoom in and out using the scroll wheel.
USER
Ok, so now the var is updating in the draw function, but I see no change on screen. Any idea why?
ASSISTANT
I apologize for the oversight. It seems that the scaling is being applied multiple times because the `draw` function is called repeatedly, causing the zoom effect not to work as expected. To fix this issue, you can reset the scale transformation before applying the new scale. Here's how you can do it:
1. Update the `draw` function to reset the scale transformation before applying the new scale:
```javascript
context.setTransform(1, 0, 0, 1, 0, 0); // Reset the transformation matrix
context.scale(2 * zoom.current, 2 * zoom.current);
```
With this change, the zoom functionality should work correctly, allowing you to zoom in and out using the scroll wheel.
Please make sure to update the `draw` function in the `Home` component with the code snippet provided above.
USER
No dice.
ASSISTANT
I apologize for the confusion earlier. Upon further investigation, I found that the issue is due to the scaling being applied after setting the canvas width and height. The canvas dimensions need to be adjusted according to the zoom level. Here's the updated `draw` function that should work correctly:
```javascript
const draw = () => {
const context = canvasRef.current?.getContext("2d");
if (isDragging.current) {
uncommittedGlobalXOffset.current =
currentMouseCoords.current[0] - dragStart.current[0];
uncommittedGlobalYOffset.current =
currentMouseCoords.current[1] - dragStart.current[1];
}
if (context && canvasRef.current) {
canvasRef.current.width = canvasRef.current.clientWidth * zoom.current;
canvasRef.current.height = canvasRef.current.clientHeight * zoom.current;
context.setTransform(1, 0, 0, 1, 0, 0); // Reset the transformation matrix
context.scale(2 * zoom.current, 2 * zoom.current);
context.clearRect(
0,
0,
canvasRef.current.width,
canvasRef.current.height
);
// ... Rest of the draw function remains the same
}
USER
Ok, so now it's making the image grainier and clearer as I scroll in and out but not changing the zoom level. Are you sure we shouldn't be consuming this zoom var in the drawers and not fucking with the scaling at all?
ASSISTANT
You're right. The approach I suggested earlier might not be the most efficient way to handle zooming. A better approach would be to consume the zoom variable in the `drawStar` and `drawStarlight` functions and adjust the star and starlight sizes accordingly.
To implement this, pass the `zoom` value to both the `drawStar` and `drawStarlight` functions, and then update their sizes based on the zoom level.
1. Pass the `zoom` value to both functions in the `draw` function inside the `Home` component:
```javascript
drawStarlight(
star,
context,
globalXOffset.current,
uncommittedGlobalXOffset.current,
globalYOffset.current,
uncommittedGlobalYOffset.current,
zoom.current
);
drawStar(
star,
context,
globalXOffset.current,
uncommittedGlobalXOffset.current,
globalYOffset.current,
uncommittedGlobalYOffset.current,
zoom.current
);
```
2. Update the `drawStarlight` function to accept the `zoom` parameter and adjust the starlight size:
```javascript
const drawStarlight = (
// ... other parameters,
zoom: number
): void => {
// ...
ASSISTANT
other parts of the function remain the same
const gradient = context.createRadialGradient(
starXOnScreenPos,
starYOnScreenPos,
1,
starXOnScreenPos,
starYOnScreenPos,
star.radius * 20 * zoom
);
// ... other parts of the function remain the same
context.arc(
starXOnScreenPos,
starYOnScreenPos,
star.radius * 50 * zoom,
0,
2 * Math.PI
);
// ... other parts of the function remain the same
};
```
3. Update the `drawStar` function to accept the `zoom` parameter and adjust the star size:
```javascript
const drawStar = (
// ... other parameters,
zoom: number
): void => {
// ... other parts of the function remain the same
context.arc(
starXOnScreenPos,
starYOnScreenPos,
(star.radius / 4) * zoom,
0,
2 * Math.PI
);
// ... other parts of the function remain the same
};
```
With these changes, the zoom functionality should work correctly, allowing
USER
That correctly grows and shrinks the stars and their light, but does not make them closer together as I zoom out, and the opposite as I zoom in as I'd expect from zooming a map.
ASSISTANT
I apologize for the confusion earlier. To achieve the desired zoom effect, you need to update the position of the stars based on the zoom level as well. Here's how you can do it:
1. Update the `drawStarlight` function to adjust the starlight position based on the zoom level:
```javascript
const drawStarlight = (
// ... other parameters,
zoom: number
): void => {
const starXOnScreenPos =
((star.x + 5000) / 3 + globalXOffset + uncommittedGlobalXOffset) * zoom;
const starYOnScreenPos =
((star.y + 5000) / 3 + globalYOffset + uncommittedGlobalYOffset) * zoom;
// ... the rest of the function remains the same
};
```
2. Update the `drawStar` function to adjust the star position based on the zoom level:
```javascript
const drawStar = (
// ... other parameters,
zoom: number
): void => {
const starXOnScreenPos =
((star.x + 5000) / 3 + globalXOffset + uncommittedGlobalXOffset) * zoom;
const starYOnScreenPos =
((
ASSISTANT
star.y + 5000) / 3 + globalYOffset + uncommittedGlobalYOffset) * zoom;
// ... the rest of the function remains the same
};
```
With these changes, the stars and their light should now become closer together as you zoom out and move farther apart as you zoom in, as expected from zooming a map.
USER
One more thing I noticed, now when I drag, the amount a drag moves only seems to look right when zoom is 1. Otherwise it's too fast or slow. I always want things to perfectly follow my mouse. How should I adjust the drag code?
ASSISTANT
To make the dragging work correctly at different zoom levels, you need to adjust the drag offsets based on the zoom level. You can do this by dividing the drag offsets by the zoom level.
Update the `handleMouseDown`, `handleMouseUp`, and `draw` functions in the `Home` component as follows:
1. Modify the `handleMouseDown` function to store the initial mouse position adjusted by the zoom level:
```javascript
const handleMouseDown = (e: ReactMouseEvent<HTMLCanvasElement>) => {
dragStart.current = [e.pageX / zoom.current, e.pageY / zoom.current];
isDragging.current = true;
};
```
2. Modify the `handleMouseUp` function to update the global offsets adjusted by the zoom level:
```javascript
const handleMouseUp = () => {
isDragging.current = false;
globalXOffset.current +=
uncommittedGlobalXOffset.current / zoom.current;
globalYOffset.current +=
uncommittedGlobalYOffset.current / zoom.current;
uncommittedGlobalXOffset.current = 0;
uncommittedGlobalYOffset.current = 0;
dragStart.current = [0, 0];
};
```
3. Update the `draw` function to calculate the uncommitted offsets adjusted by
ASSISTANT
the zoom level:
```javascript
const draw = () => {
// ... other parts of the function remain the same
if (isDragging.current) {
uncommittedGlobalXOffset.current =
(currentMouseCoords.current[0] - dragStart.current[0]) / zoom.current;
uncommittedGlobalYOffset.current =
(currentMouseCoords.current[1] - dragStart.current[1]) / zoom.current;
}
// ... other parts of the function remain the same
};
```
With these changes, the dragging functionality should work correctly at different zoom levels, and the stars should always follow your mouse perfectly.
USER
That works, though now there's a jolt when I mousedown where the screen jumps in some direction
ASSISTANT
Apologies for the oversight. The jolt occurs because the initial drag position isn't considering the current global offsets. You can fix this by taking the current global offsets and zoom level into account when setting the initial drag position in the `handleMouseDown` function. Here's the updated function:
```javascript
const handleMouseDown = (e: ReactMouseEvent<HTMLCanvasElement>) => {
dragStart.current = [
e.pageX / zoom.current - globalXOffset.current,
e.pageY / zoom.current - globalYOffset.current,
];
isDragging.current = true;
};
```
With this change, the jolt issue should be resolved, and the dragging functionality should work smoothly at different zoom levels.
USER
That did not work, in fact it makes the problem worse
ASSISTANT
I apologize for the confusion earlier. I've re-examined the issue, and the problem can be resolved by updating the `handleMouseDown` and `draw` functions with the following changes:
1. Modify the `handleMouseDown` function to store the initial mouse position without adjusting them by the zoom level:
```javascript
const handleMouseDown = (e: ReactMouseEvent<HTMLCanvasElement>) => {
dragStart.current = [e.pageX, e.pageY];
isDragging.current = true;
};
```
2. Update the `draw` function to calculate the uncommitted offsets adjusted by the zoom level and global offsets:
```javascript
const draw = () => {
// ... other parts of the function remain the same
if (isDragging.current) {
uncommittedGlobalXOffset.current =
(currentMouseCoords.current[0] - dragStart.current[0]) / zoom.current;
uncommittedGlobalYOffset.current =
(currentMouseCoords.current[1] - dragStart.current[1]) / zoom.current;
}
// ... other parts of the function remain the same
};
```
With these changes, the jolt issue should be resolved, and the dragging functionality should work correctly at different zoom levels without any jumps or unexpected
USER
so close! that works, but there's now a jolt on mouse up
ASSISTANT
Apologies for the earlier oversight. To fix the jolt on mouse up, you should update the `handleMouseUp` function to consider the current zoom level when updating the global offsets.
Here's the updated `handleMouseUp` function:
```javascript
const handleMouseUp = () => {
isDragging.current = false;
globalXOffset.current +=
uncommittedGlobalXOffset.current;
globalYOffset.current +=
uncommittedGlobalYOffset.current;
uncommittedGlobalXOffset.current = 0;
uncommittedGlobalYOffset.current = 0;
dragStart.current = [0, 0];
};
```
With this change, the jolt issue on mouse up should be resolved, and the dragging functionality should work smoothly at different zoom levels without any jumps or unexpected behavior.
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