Tldraw/packages/tldraw/src/lib/tools/SelectTool/childStates/PointingShape.ts

225 wiersze
7.3 KiB
TypeScript
Czysty Zwykły widok Historia

tldraw zero - package shuffle (#1710) This PR moves code between our packages so that: - @tldraw/editor is a “core” library with the engine and canvas but no shapes, tools, or other things - @tldraw/tldraw contains everything particular to the experience we’ve built for tldraw At first look, this might seem like a step away from customization and configuration, however I believe it greatly increases the configuration potential of the @tldraw/editor while also providing a more accurate reflection of what configuration options actually exist for @tldraw/tldraw. ## Library changes @tldraw/editor re-exports its dependencies and @tldraw/tldraw re-exports @tldraw/editor. - users of @tldraw/editor WITHOUT @tldraw/tldraw should almost always only import things from @tldraw/editor. - users of @tldraw/tldraw should almost always only import things from @tldraw/tldraw. - @tldraw/polyfills is merged into @tldraw/editor - @tldraw/indices is merged into @tldraw/editor - @tldraw/primitives is merged mostly into @tldraw/editor, partially into @tldraw/tldraw - @tldraw/file-format is merged into @tldraw/tldraw - @tldraw/ui is merged into @tldraw/tldraw Many (many) utils and other code is moved from the editor to tldraw. For example, embeds now are entirely an feature of @tldraw/tldraw. The only big chunk of code left in core is related to arrow handling. ## API Changes The editor can now be used without tldraw's assets. We load them in @tldraw/tldraw instead, so feel free to use whatever fonts or images or whatever that you like with the editor. All tools and shapes (except for the `Group` shape) are moved to @tldraw/tldraw. This includes the `select` tool. You should use the editor with at least one tool, however, so you now also need to send in an `initialState` prop to the Editor / <TldrawEditor> component indicating which state the editor should begin in. The `components` prop now also accepts `SelectionForeground`. The complex selection component that we use for tldraw is moved to @tldraw/tldraw. The default component is quite basic but can easily be replaced via the `components` prop. We pass down our tldraw-flavored SelectionFg via `components`. Likewise with the `Scribble` component: the `DefaultScribble` no longer uses our freehand tech and is a simple path instead. We pass down the tldraw-flavored scribble via `components`. The `ExternalContentManager` (`Editor.externalContentManager`) is removed and replaced with a mapping of types to handlers. - Register new content handlers with `Editor.registerExternalContentHandler`. - Register new asset creation handlers (for files and URLs) with `Editor.registerExternalAssetHandler` ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [@tldraw/editor] lots, wip - [@tldraw/ui] gone, merged to tldraw/tldraw - [@tldraw/polyfills] gone, merged to tldraw/editor - [@tldraw/primitives] gone, merged to tldraw/editor / tldraw/tldraw - [@tldraw/indices] gone, merged to tldraw/editor - [@tldraw/file-format] gone, merged to tldraw/tldraw --------- Co-authored-by: alex <alex@dytry.ch>
2023-07-17 21:22:34 +00:00
import {
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
Group2d,
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
HIT_TEST_MARGIN,
tldraw zero - package shuffle (#1710) This PR moves code between our packages so that: - @tldraw/editor is a “core” library with the engine and canvas but no shapes, tools, or other things - @tldraw/tldraw contains everything particular to the experience we’ve built for tldraw At first look, this might seem like a step away from customization and configuration, however I believe it greatly increases the configuration potential of the @tldraw/editor while also providing a more accurate reflection of what configuration options actually exist for @tldraw/tldraw. ## Library changes @tldraw/editor re-exports its dependencies and @tldraw/tldraw re-exports @tldraw/editor. - users of @tldraw/editor WITHOUT @tldraw/tldraw should almost always only import things from @tldraw/editor. - users of @tldraw/tldraw should almost always only import things from @tldraw/tldraw. - @tldraw/polyfills is merged into @tldraw/editor - @tldraw/indices is merged into @tldraw/editor - @tldraw/primitives is merged mostly into @tldraw/editor, partially into @tldraw/tldraw - @tldraw/file-format is merged into @tldraw/tldraw - @tldraw/ui is merged into @tldraw/tldraw Many (many) utils and other code is moved from the editor to tldraw. For example, embeds now are entirely an feature of @tldraw/tldraw. The only big chunk of code left in core is related to arrow handling. ## API Changes The editor can now be used without tldraw's assets. We load them in @tldraw/tldraw instead, so feel free to use whatever fonts or images or whatever that you like with the editor. All tools and shapes (except for the `Group` shape) are moved to @tldraw/tldraw. This includes the `select` tool. You should use the editor with at least one tool, however, so you now also need to send in an `initialState` prop to the Editor / <TldrawEditor> component indicating which state the editor should begin in. The `components` prop now also accepts `SelectionForeground`. The complex selection component that we use for tldraw is moved to @tldraw/tldraw. The default component is quite basic but can easily be replaced via the `components` prop. We pass down our tldraw-flavored SelectionFg via `components`. Likewise with the `Scribble` component: the `DefaultScribble` no longer uses our freehand tech and is a simple path instead. We pass down the tldraw-flavored scribble via `components`. The `ExternalContentManager` (`Editor.externalContentManager`) is removed and replaced with a mapping of types to handlers. - Register new content handlers with `Editor.registerExternalContentHandler`. - Register new asset creation handlers (for files and URLs) with `Editor.registerExternalAssetHandler` ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [@tldraw/editor] lots, wip - [@tldraw/ui] gone, merged to tldraw/tldraw - [@tldraw/polyfills] gone, merged to tldraw/editor - [@tldraw/primitives] gone, merged to tldraw/editor / tldraw/tldraw - [@tldraw/indices] gone, merged to tldraw/editor - [@tldraw/file-format] gone, merged to tldraw/tldraw --------- Co-authored-by: alex <alex@dytry.ch>
2023-07-17 21:22:34 +00:00
StateNode,
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
TLArrowShape,
tldraw zero - package shuffle (#1710) This PR moves code between our packages so that: - @tldraw/editor is a “core” library with the engine and canvas but no shapes, tools, or other things - @tldraw/tldraw contains everything particular to the experience we’ve built for tldraw At first look, this might seem like a step away from customization and configuration, however I believe it greatly increases the configuration potential of the @tldraw/editor while also providing a more accurate reflection of what configuration options actually exist for @tldraw/tldraw. ## Library changes @tldraw/editor re-exports its dependencies and @tldraw/tldraw re-exports @tldraw/editor. - users of @tldraw/editor WITHOUT @tldraw/tldraw should almost always only import things from @tldraw/editor. - users of @tldraw/tldraw should almost always only import things from @tldraw/tldraw. - @tldraw/polyfills is merged into @tldraw/editor - @tldraw/indices is merged into @tldraw/editor - @tldraw/primitives is merged mostly into @tldraw/editor, partially into @tldraw/tldraw - @tldraw/file-format is merged into @tldraw/tldraw - @tldraw/ui is merged into @tldraw/tldraw Many (many) utils and other code is moved from the editor to tldraw. For example, embeds now are entirely an feature of @tldraw/tldraw. The only big chunk of code left in core is related to arrow handling. ## API Changes The editor can now be used without tldraw's assets. We load them in @tldraw/tldraw instead, so feel free to use whatever fonts or images or whatever that you like with the editor. All tools and shapes (except for the `Group` shape) are moved to @tldraw/tldraw. This includes the `select` tool. You should use the editor with at least one tool, however, so you now also need to send in an `initialState` prop to the Editor / <TldrawEditor> component indicating which state the editor should begin in. The `components` prop now also accepts `SelectionForeground`. The complex selection component that we use for tldraw is moved to @tldraw/tldraw. The default component is quite basic but can easily be replaced via the `components` prop. We pass down our tldraw-flavored SelectionFg via `components`. Likewise with the `Scribble` component: the `DefaultScribble` no longer uses our freehand tech and is a simple path instead. We pass down the tldraw-flavored scribble via `components`. The `ExternalContentManager` (`Editor.externalContentManager`) is removed and replaced with a mapping of types to handlers. - Register new content handlers with `Editor.registerExternalContentHandler`. - Register new asset creation handlers (for files and URLs) with `Editor.registerExternalAssetHandler` ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [@tldraw/editor] lots, wip - [@tldraw/ui] gone, merged to tldraw/tldraw - [@tldraw/polyfills] gone, merged to tldraw/editor - [@tldraw/primitives] gone, merged to tldraw/editor / tldraw/tldraw - [@tldraw/indices] gone, merged to tldraw/editor - [@tldraw/file-format] gone, merged to tldraw/tldraw --------- Co-authored-by: alex <alex@dytry.ch>
2023-07-17 21:22:34 +00:00
TLEventHandlers,
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
TLGeoShape,
tldraw zero - package shuffle (#1710) This PR moves code between our packages so that: - @tldraw/editor is a “core” library with the engine and canvas but no shapes, tools, or other things - @tldraw/tldraw contains everything particular to the experience we’ve built for tldraw At first look, this might seem like a step away from customization and configuration, however I believe it greatly increases the configuration potential of the @tldraw/editor while also providing a more accurate reflection of what configuration options actually exist for @tldraw/tldraw. ## Library changes @tldraw/editor re-exports its dependencies and @tldraw/tldraw re-exports @tldraw/editor. - users of @tldraw/editor WITHOUT @tldraw/tldraw should almost always only import things from @tldraw/editor. - users of @tldraw/tldraw should almost always only import things from @tldraw/tldraw. - @tldraw/polyfills is merged into @tldraw/editor - @tldraw/indices is merged into @tldraw/editor - @tldraw/primitives is merged mostly into @tldraw/editor, partially into @tldraw/tldraw - @tldraw/file-format is merged into @tldraw/tldraw - @tldraw/ui is merged into @tldraw/tldraw Many (many) utils and other code is moved from the editor to tldraw. For example, embeds now are entirely an feature of @tldraw/tldraw. The only big chunk of code left in core is related to arrow handling. ## API Changes The editor can now be used without tldraw's assets. We load them in @tldraw/tldraw instead, so feel free to use whatever fonts or images or whatever that you like with the editor. All tools and shapes (except for the `Group` shape) are moved to @tldraw/tldraw. This includes the `select` tool. You should use the editor with at least one tool, however, so you now also need to send in an `initialState` prop to the Editor / <TldrawEditor> component indicating which state the editor should begin in. The `components` prop now also accepts `SelectionForeground`. The complex selection component that we use for tldraw is moved to @tldraw/tldraw. The default component is quite basic but can easily be replaced via the `components` prop. We pass down our tldraw-flavored SelectionFg via `components`. Likewise with the `Scribble` component: the `DefaultScribble` no longer uses our freehand tech and is a simple path instead. We pass down the tldraw-flavored scribble via `components`. The `ExternalContentManager` (`Editor.externalContentManager`) is removed and replaced with a mapping of types to handlers. - Register new content handlers with `Editor.registerExternalContentHandler`. - Register new asset creation handlers (for files and URLs) with `Editor.registerExternalAssetHandler` ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [@tldraw/editor] lots, wip - [@tldraw/ui] gone, merged to tldraw/tldraw - [@tldraw/polyfills] gone, merged to tldraw/editor - [@tldraw/primitives] gone, merged to tldraw/editor / tldraw/tldraw - [@tldraw/indices] gone, merged to tldraw/editor - [@tldraw/file-format] gone, merged to tldraw/tldraw --------- Co-authored-by: alex <alex@dytry.ch>
2023-07-17 21:22:34 +00:00
TLPointerEventInfo,
TLShape,
} from '@tldraw/editor'
2023-04-25 11:01:25 +00:00
export class PointingShape extends StateNode {
static override id = 'pointing_shape'
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
hitShape = {} as TLShape
hitShapeForPointerUp = {} as TLShape
2023-04-25 11:01:25 +00:00
didSelectOnEnter = false
tldraw zero - package shuffle (#1710) This PR moves code between our packages so that: - @tldraw/editor is a “core” library with the engine and canvas but no shapes, tools, or other things - @tldraw/tldraw contains everything particular to the experience we’ve built for tldraw At first look, this might seem like a step away from customization and configuration, however I believe it greatly increases the configuration potential of the @tldraw/editor while also providing a more accurate reflection of what configuration options actually exist for @tldraw/tldraw. ## Library changes @tldraw/editor re-exports its dependencies and @tldraw/tldraw re-exports @tldraw/editor. - users of @tldraw/editor WITHOUT @tldraw/tldraw should almost always only import things from @tldraw/editor. - users of @tldraw/tldraw should almost always only import things from @tldraw/tldraw. - @tldraw/polyfills is merged into @tldraw/editor - @tldraw/indices is merged into @tldraw/editor - @tldraw/primitives is merged mostly into @tldraw/editor, partially into @tldraw/tldraw - @tldraw/file-format is merged into @tldraw/tldraw - @tldraw/ui is merged into @tldraw/tldraw Many (many) utils and other code is moved from the editor to tldraw. For example, embeds now are entirely an feature of @tldraw/tldraw. The only big chunk of code left in core is related to arrow handling. ## API Changes The editor can now be used without tldraw's assets. We load them in @tldraw/tldraw instead, so feel free to use whatever fonts or images or whatever that you like with the editor. All tools and shapes (except for the `Group` shape) are moved to @tldraw/tldraw. This includes the `select` tool. You should use the editor with at least one tool, however, so you now also need to send in an `initialState` prop to the Editor / <TldrawEditor> component indicating which state the editor should begin in. The `components` prop now also accepts `SelectionForeground`. The complex selection component that we use for tldraw is moved to @tldraw/tldraw. The default component is quite basic but can easily be replaced via the `components` prop. We pass down our tldraw-flavored SelectionFg via `components`. Likewise with the `Scribble` component: the `DefaultScribble` no longer uses our freehand tech and is a simple path instead. We pass down the tldraw-flavored scribble via `components`. The `ExternalContentManager` (`Editor.externalContentManager`) is removed and replaced with a mapping of types to handlers. - Register new content handlers with `Editor.registerExternalContentHandler`. - Register new asset creation handlers (for files and URLs) with `Editor.registerExternalAssetHandler` ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [@tldraw/editor] lots, wip - [@tldraw/ui] gone, merged to tldraw/tldraw - [@tldraw/polyfills] gone, merged to tldraw/editor - [@tldraw/primitives] gone, merged to tldraw/editor / tldraw/tldraw - [@tldraw/indices] gone, merged to tldraw/editor - [@tldraw/file-format] gone, merged to tldraw/tldraw --------- Co-authored-by: alex <alex@dytry.ch>
2023-07-17 21:22:34 +00:00
override onEnter = (info: TLPointerEventInfo & { target: 'shape' }) => {
const selectedShapeIds = this.editor.getSelectedShapeIds()
const selectionBounds = this.editor.getSelectionRotatedPageBounds()
const focusedGroupId = this.editor.getFocusedGroupId()
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
const {
inputs: { currentPagePoint, shiftKey, altKey },
} = this.editor
this.hitShape = info.shape
const outermostSelectingShape = this.editor.getOutermostSelectableShape(info.shape)
if (
// If the shape has an onClick handler
this.editor.getShapeUtil(info.shape).onClick ||
// ...or if the shape is the focused layer (e.g. group)
outermostSelectingShape.id === focusedGroupId ||
// ...or if the shape is within the selection
selectedShapeIds.includes(outermostSelectingShape.id) ||
this.editor.isAncestorSelected(outermostSelectingShape.id) ||
// ...or if the current point is NOT within the selection bounds
(selectedShapeIds.length > 1 && selectionBounds?.containsPoint(currentPagePoint))
) {
// We won't select the shape on enter, though we might select it on pointer up!
2023-04-25 11:01:25 +00:00
this.didSelectOnEnter = false
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
this.hitShapeForPointerUp = outermostSelectingShape
2023-04-25 11:01:25 +00:00
return
}
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
this.didSelectOnEnter = true
2023-04-25 11:01:25 +00:00
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
if (shiftKey && !altKey) {
this.editor.cancelDoubleClick()
if (!selectedShapeIds.includes(outermostSelectingShape.id)) {
this.editor.mark('shift selecting shape')
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
this.editor.setSelectedShapes([...selectedShapeIds, outermostSelectingShape.id])
2023-04-25 11:01:25 +00:00
}
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
} else {
this.editor.mark('selecting shape')
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
this.editor.setSelectedShapes([outermostSelectingShape.id])
2023-04-25 11:01:25 +00:00
}
}
tldraw zero - package shuffle (#1710) This PR moves code between our packages so that: - @tldraw/editor is a “core” library with the engine and canvas but no shapes, tools, or other things - @tldraw/tldraw contains everything particular to the experience we’ve built for tldraw At first look, this might seem like a step away from customization and configuration, however I believe it greatly increases the configuration potential of the @tldraw/editor while also providing a more accurate reflection of what configuration options actually exist for @tldraw/tldraw. ## Library changes @tldraw/editor re-exports its dependencies and @tldraw/tldraw re-exports @tldraw/editor. - users of @tldraw/editor WITHOUT @tldraw/tldraw should almost always only import things from @tldraw/editor. - users of @tldraw/tldraw should almost always only import things from @tldraw/tldraw. - @tldraw/polyfills is merged into @tldraw/editor - @tldraw/indices is merged into @tldraw/editor - @tldraw/primitives is merged mostly into @tldraw/editor, partially into @tldraw/tldraw - @tldraw/file-format is merged into @tldraw/tldraw - @tldraw/ui is merged into @tldraw/tldraw Many (many) utils and other code is moved from the editor to tldraw. For example, embeds now are entirely an feature of @tldraw/tldraw. The only big chunk of code left in core is related to arrow handling. ## API Changes The editor can now be used without tldraw's assets. We load them in @tldraw/tldraw instead, so feel free to use whatever fonts or images or whatever that you like with the editor. All tools and shapes (except for the `Group` shape) are moved to @tldraw/tldraw. This includes the `select` tool. You should use the editor with at least one tool, however, so you now also need to send in an `initialState` prop to the Editor / <TldrawEditor> component indicating which state the editor should begin in. The `components` prop now also accepts `SelectionForeground`. The complex selection component that we use for tldraw is moved to @tldraw/tldraw. The default component is quite basic but can easily be replaced via the `components` prop. We pass down our tldraw-flavored SelectionFg via `components`. Likewise with the `Scribble` component: the `DefaultScribble` no longer uses our freehand tech and is a simple path instead. We pass down the tldraw-flavored scribble via `components`. The `ExternalContentManager` (`Editor.externalContentManager`) is removed and replaced with a mapping of types to handlers. - Register new content handlers with `Editor.registerExternalContentHandler`. - Register new asset creation handlers (for files and URLs) with `Editor.registerExternalAssetHandler` ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [@tldraw/editor] lots, wip - [@tldraw/ui] gone, merged to tldraw/tldraw - [@tldraw/polyfills] gone, merged to tldraw/editor - [@tldraw/primitives] gone, merged to tldraw/editor / tldraw/tldraw - [@tldraw/indices] gone, merged to tldraw/editor - [@tldraw/file-format] gone, merged to tldraw/tldraw --------- Co-authored-by: alex <alex@dytry.ch>
2023-07-17 21:22:34 +00:00
override onPointerUp: TLEventHandlers['onPointerUp'] = (info) => {
const selectedShapeIds = this.editor.getSelectedShapeIds()
const focusedGroupId = this.editor.getFocusedGroupId()
const zoomLevel = this.editor.getZoomLevel()
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
const {
inputs: { currentPagePoint, shiftKey },
} = this.editor
const hitShape =
this.editor.getShapeAtPoint(currentPagePoint, {
margin: HIT_TEST_MARGIN / zoomLevel,
hitInside: true,
renderingOnly: true,
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
}) ?? this.hitShape
const selectingShape = hitShape
? this.editor.getOutermostSelectableShape(hitShape)
: this.hitShapeForPointerUp
if (selectingShape) {
// If the selecting shape has a click handler, call it instead of selecting the shape
const util = this.editor.getShapeUtil(selectingShape)
2023-04-25 11:01:25 +00:00
if (util.onClick) {
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
const change = util.onClick?.(selectingShape)
2023-04-25 11:01:25 +00:00
if (change) {
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
this.editor.mark('shape on click')
this.editor.updateShapes([change])
this.parent.transition('idle', info)
return
2023-04-25 11:01:25 +00:00
}
}
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
if (selectingShape.id === focusedGroupId) {
if (selectedShapeIds.length > 0) {
this.editor.mark('clearing shape ids')
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
this.editor.setSelectedShapes([])
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
} else {
this.editor.popFocusedGroupId()
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
}
this.parent.transition('idle', info)
return
}
2023-04-25 11:01:25 +00:00
}
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
if (!this.didSelectOnEnter) {
2023-04-25 11:01:25 +00:00
// if the shape has an ancestor which is a focusable layer and it is not focused but it is selected
// then we should focus the layer and select the shape
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
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const outermostSelectableShape = this.editor.getOutermostSelectableShape(
hitShape,
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// if a group is selected, we want to stop before reaching that group
// so we can drill down into the group
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
(parent) => !selectedShapeIds.includes(parent.id)
2023-04-25 11:01:25 +00:00
)
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
// If the outermost shape is selected, then either select or deselect the SELECTING shape
if (selectedShapeIds.includes(outermostSelectableShape.id)) {
2023-04-25 11:01:25 +00:00
// same shape, so deselect it if shift is pressed, otherwise deselect all others
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
if (shiftKey) {
this.editor.mark('deselecting on pointer up')
this.editor.deselect(selectingShape)
} else {
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
if (selectedShapeIds.includes(selectingShape.id)) {
// todo
// if the shape is editable and we're inside of an editable part of that shape, e.g. the label of a geo shape,
// then we would want to begin editing the shape. At the moment we're relying on the shape label's onPointerUp
// handler to do this logic, and prevent the regular pointer up event, so we won't be here in that case.
// ! tldraw hack
// if the shape is a geo shape, and we're inside of the label, then we want to begin editing the label
if (
selectedShapeIds.length === 1 &&
(this.editor.isShapeOfType<TLGeoShape>(selectingShape, 'geo') ||
this.editor.isShapeOfType<TLArrowShape>(selectingShape, 'arrow'))
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
) {
const geometry = this.editor.getShapeGeometry(selectingShape)
const labelGeometry = (geometry as Group2d).children[1]
if (labelGeometry) {
const pointInShapeSpace = this.editor.getPointInShapeSpace(
selectingShape,
currentPagePoint
)
if (
labelGeometry.bounds.containsPoint(pointInShapeSpace, 0) &&
labelGeometry.hitTestPoint(pointInShapeSpace)
) {
2024-04-11 15:19:41 +00:00
this.editor.mark('editing on pointer up')
this.editor.select(selectingShape.id)
const util = this.editor.getShapeUtil(selectingShape)
if (this.editor.getInstanceState().isReadonly) {
if (!util.canEditInReadOnly(selectingShape)) {
return
}
2024-04-11 15:19:41 +00:00
}
2024-04-11 15:19:41 +00:00
this.editor.setEditingShape(selectingShape.id)
this.editor.setCurrentTool('select.editing_shape')
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
return
}
}
}
// We just want to select the single shape from the selection
this.editor.mark('selecting on pointer up')
this.editor.select(selectingShape.id)
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
} else {
this.editor.mark('selecting on pointer up')
this.editor.select(selectingShape)
}
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
}
} else if (shiftKey) {
2023-04-25 11:01:25 +00:00
// Different shape, so we are drilling down into a group with shift key held.
// Deselect any ancestors and add the target shape to the selection
const ancestors = this.editor.getShapeAncestors(outermostSelectableShape)
2023-04-25 11:01:25 +00:00
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
this.editor.mark('shift deselecting on pointer up')
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
this.editor.setSelectedShapes([
...this.editor.getSelectedShapeIds().filter((id) => !ancestors.find((a) => a.id === id)),
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
outermostSelectableShape.id,
2023-04-25 11:01:25 +00:00
])
} else {
`ShapeUtil.getGeometry`, selection rewrite (#1751) This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry`
2023-07-25 16:10:15 +00:00
this.editor.mark('selecting on pointer up')
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// different shape and we are drilling down, but no shift held so just select it straight up
[improvement] More selection logic (#1806) This PR includes further UX improvements to selection. - clicking inside of a hollow shape will no longer select it on pointer up - clicking a shape's filled label will select it on pointer down - clicking a shape's empty label will select it on pointer up - clicking and dragging a selected arrow is now better limited to its body, not its bounds - arrows will no longer bind to labels ### Text labels A big change here relates to text labels. Previously, we had listeners set on the text label elements; I've removed these and we now check the actual label bounds geometry for a hit. For geo shapes, this geometry is now placed correctly based on the alignment / vertical alignment of the label. - Clicking on a label with text in it will select the shape on pointer down. - Clicking on an empty text label will select the shape on pointer up. ## Hollow shapes Previously, shapes with `fill: none` were also being selected on pointer up. I've removed that logic because it was producing wrong-feeling selections too often. We now select these shapes only when clicking on the label (as mentioned above) or when clicking on the edges of the shape. This is in line with the original behavior (currently on tldraw.com, prior to the earlier PR that updated selection logic). ## Arrows Arrows still hit the inside of hollow shapes, using the "smallest hovered" logic previously used for pointer-up selection on hollow shapes. They also now correctly do so while ignoring text labels. ### Change Type - [x] `minor` — New feature ### Test Plan 1. try selecting geo shapes, nested geo shapes, arrows and shapes with labels or without labels - [x] Unit Tests
2023-08-13 15:55:24 +00:00
this.editor.setSelectedShapes([outermostSelectableShape.id])
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}
}
this.parent.transition('idle', info)
}
tldraw zero - package shuffle (#1710) This PR moves code between our packages so that: - @tldraw/editor is a “core” library with the engine and canvas but no shapes, tools, or other things - @tldraw/tldraw contains everything particular to the experience we’ve built for tldraw At first look, this might seem like a step away from customization and configuration, however I believe it greatly increases the configuration potential of the @tldraw/editor while also providing a more accurate reflection of what configuration options actually exist for @tldraw/tldraw. ## Library changes @tldraw/editor re-exports its dependencies and @tldraw/tldraw re-exports @tldraw/editor. - users of @tldraw/editor WITHOUT @tldraw/tldraw should almost always only import things from @tldraw/editor. - users of @tldraw/tldraw should almost always only import things from @tldraw/tldraw. - @tldraw/polyfills is merged into @tldraw/editor - @tldraw/indices is merged into @tldraw/editor - @tldraw/primitives is merged mostly into @tldraw/editor, partially into @tldraw/tldraw - @tldraw/file-format is merged into @tldraw/tldraw - @tldraw/ui is merged into @tldraw/tldraw Many (many) utils and other code is moved from the editor to tldraw. For example, embeds now are entirely an feature of @tldraw/tldraw. The only big chunk of code left in core is related to arrow handling. ## API Changes The editor can now be used without tldraw's assets. We load them in @tldraw/tldraw instead, so feel free to use whatever fonts or images or whatever that you like with the editor. All tools and shapes (except for the `Group` shape) are moved to @tldraw/tldraw. This includes the `select` tool. You should use the editor with at least one tool, however, so you now also need to send in an `initialState` prop to the Editor / <TldrawEditor> component indicating which state the editor should begin in. The `components` prop now also accepts `SelectionForeground`. The complex selection component that we use for tldraw is moved to @tldraw/tldraw. The default component is quite basic but can easily be replaced via the `components` prop. We pass down our tldraw-flavored SelectionFg via `components`. Likewise with the `Scribble` component: the `DefaultScribble` no longer uses our freehand tech and is a simple path instead. We pass down the tldraw-flavored scribble via `components`. The `ExternalContentManager` (`Editor.externalContentManager`) is removed and replaced with a mapping of types to handlers. - Register new content handlers with `Editor.registerExternalContentHandler`. - Register new asset creation handlers (for files and URLs) with `Editor.registerExternalAssetHandler` ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [@tldraw/editor] lots, wip - [@tldraw/ui] gone, merged to tldraw/tldraw - [@tldraw/polyfills] gone, merged to tldraw/editor - [@tldraw/primitives] gone, merged to tldraw/editor / tldraw/tldraw - [@tldraw/indices] gone, merged to tldraw/editor - [@tldraw/file-format] gone, merged to tldraw/tldraw --------- Co-authored-by: alex <alex@dytry.ch>
2023-07-17 21:22:34 +00:00
override onPointerMove: TLEventHandlers['onPointerMove'] = (info) => {
if (this.editor.inputs.isDragging) {
Add long press event (#3275) This PR adds a "long press" event that fires when pointing for more than 500ms. This event is used in the same way that dragging is used (e.g. to transition to from pointing_selection to translating) but only on desktop. On mobile, long presses are used to open the context menu. ![Kapture 2024-03-26 at 18 57 15](https://github.com/tldraw/tldraw/assets/23072548/34a7ee2b-bde6-443b-93e0-082453a1cb61) ## Background This idea came out of @TodePond's #3208 PR. We use a "dead zone" to avoid accidentally moving / rotating things when clicking on them, which is especially common on mobile if a dead zone feature isn't implemented. However, this makes it difficult to make "fine adjustments" because you need to drag out of the dead zone (to start translating) and then drag back to where you want to go. ![Kapture 2024-03-26 at 19 00 38](https://github.com/tldraw/tldraw/assets/23072548/9a15852d-03d0-4b88-b594-27dbd3b68780) With this change, you can long press on desktop to get to that translating state. It's a micro UX optimization but especially nice if apps want to display different UI for "dragging" shapes before the user leaves the dead zone. ![Kapture 2024-03-26 at 19 02 59](https://github.com/tldraw/tldraw/assets/23072548/f0ff337e-2cbd-4b73-9ef5-9b7deaf0ae91) ### Change Type <!-- ❗ Please select a 'Scope' label ❗️ --> - [x] `sdk` — Changes the tldraw SDK - [ ] `dotcom` — Changes the tldraw.com web app - [ ] `docs` — Changes to the documentation, examples, or templates. - [ ] `vs code` — Changes to the vscode plugin - [ ] `internal` — Does not affect user-facing stuff <!-- ❗ Please select a 'Type' label ❗️ --> - [ ] `bugfix` — Bug fix - [x] `feature` — New feature - [ ] `improvement` — Improving existing features - [ ] `chore` — Updating dependencies, other boring stuff - [ ] `galaxy brain` — Architectural changes - [ ] `tests` — Changes to any test code - [ ] `tools` — Changes to infrastructure, CI, internal scripts, debugging tools, etc. - [ ] `dunno` — I don't know ### Test Plan 1. Long press shapes, selections, resize handles, rotate handles, crop handles. 2. You should enter the corresponding states, just as you would have with a drag. - [ ] Unit Tests TODO ### Release Notes - Add support for long pressing on desktop.
2024-04-04 21:50:01 +00:00
this.startTranslating(info)
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}
}
Add long press event (#3275) This PR adds a "long press" event that fires when pointing for more than 500ms. This event is used in the same way that dragging is used (e.g. to transition to from pointing_selection to translating) but only on desktop. On mobile, long presses are used to open the context menu. ![Kapture 2024-03-26 at 18 57 15](https://github.com/tldraw/tldraw/assets/23072548/34a7ee2b-bde6-443b-93e0-082453a1cb61) ## Background This idea came out of @TodePond's #3208 PR. We use a "dead zone" to avoid accidentally moving / rotating things when clicking on them, which is especially common on mobile if a dead zone feature isn't implemented. However, this makes it difficult to make "fine adjustments" because you need to drag out of the dead zone (to start translating) and then drag back to where you want to go. ![Kapture 2024-03-26 at 19 00 38](https://github.com/tldraw/tldraw/assets/23072548/9a15852d-03d0-4b88-b594-27dbd3b68780) With this change, you can long press on desktop to get to that translating state. It's a micro UX optimization but especially nice if apps want to display different UI for "dragging" shapes before the user leaves the dead zone. ![Kapture 2024-03-26 at 19 02 59](https://github.com/tldraw/tldraw/assets/23072548/f0ff337e-2cbd-4b73-9ef5-9b7deaf0ae91) ### Change Type <!-- ❗ Please select a 'Scope' label ❗️ --> - [x] `sdk` — Changes the tldraw SDK - [ ] `dotcom` — Changes the tldraw.com web app - [ ] `docs` — Changes to the documentation, examples, or templates. - [ ] `vs code` — Changes to the vscode plugin - [ ] `internal` — Does not affect user-facing stuff <!-- ❗ Please select a 'Type' label ❗️ --> - [ ] `bugfix` — Bug fix - [x] `feature` — New feature - [ ] `improvement` — Improving existing features - [ ] `chore` — Updating dependencies, other boring stuff - [ ] `galaxy brain` — Architectural changes - [ ] `tests` — Changes to any test code - [ ] `tools` — Changes to infrastructure, CI, internal scripts, debugging tools, etc. - [ ] `dunno` — I don't know ### Test Plan 1. Long press shapes, selections, resize handles, rotate handles, crop handles. 2. You should enter the corresponding states, just as you would have with a drag. - [ ] Unit Tests TODO ### Release Notes - Add support for long pressing on desktop.
2024-04-04 21:50:01 +00:00
override onLongPress: TLEventHandlers['onLongPress'] = (info) => {
this.startTranslating(info)
}
private startTranslating(info: TLPointerEventInfo) {
if (this.editor.getInstanceState().isReadonly) return
this.parent.transition('translating', info)
}
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override onCancel: TLEventHandlers['onCancel'] = () => {
this.cancel()
}
override onComplete: TLEventHandlers['onComplete'] = () => {
this.cancel()
}
override onInterrupt = () => {
this.cancel()
}
private cancel() {
this.parent.transition('idle')
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}
}