Tldraw/packages/tldraw/src/lib/shapes/video/VideoShapeUtil.tsx

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TypeScript
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/* eslint-disable react-hooks/rules-of-hooks */
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 {
BaseBoxShapeUtil,
HTMLContainer,
TLVideoShape,
toDomPrecision,
useIsEditing,
videoShapeMigrations,
videoShapeProps,
} from '@tldraw/editor'
import { ReactEventHandler, useCallback, useEffect, useRef, useState } from 'react'
import { BrokenAssetIcon } from '../shared/BrokenAssetIcon'
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import { HyperlinkButton } from '../shared/HyperlinkButton'
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 { usePrefersReducedMotion } from '../shared/usePrefersReducedMotion'
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/** @public */
export class VideoShapeUtil extends BaseBoxShapeUtil<TLVideoShape> {
static override type = 'video' as const
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
static override props = videoShapeProps
static override migrations = videoShapeMigrations
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override canEdit = () => true
override isAspectRatioLocked = () => true
`ShapeUtil` refactor, `Editor` cleanup (#1611) This PR improves the ergonomics of `ShapeUtil` classes. ### Cached methods First, I've remove the cached methods (such as `bounds`) from the `ShapeUtil` class and lifted this to the `Editor` class. Previously, calling `ShapeUtil.getBounds` would return the un-cached bounds of a shape, while calling `ShapeUtil.bounds` would return the cached bounds of a shape. We also had `Editor.getBounds`, which would call `ShapeUtil.bounds`. It was confusing. The cached methods like `outline` were also marked with "please don't override", which suggested the architecture was just wrong. The only weirdness from this is that utils sometimes reach out to the editor for cached versions of data rather than calling their own cached methods. It's still an easier story to tell than what we had before. ### More defaults We now have three and only three `abstract` methods for a `ShapeUtil`: - `getDefaultProps` (renamed from `defaultProps`) - `getBounds`, - `component` - `indicator` Previously, we also had `getCenter` as an abstract method, though this was usually just the middle of the bounds anyway. ### Editing bounds This PR removes the concept of editingBounds. The viewport will no longer animate to editing shapes. ### Active area manager This PR also removes the active area manager, which was not being used in the way we expected it to be. ### Dpr manager This PR removes the dpr manager and uses a hook instead to update it from React. This is one less runtime browser dependency in the app, one less thing to document. ### Moving things around This PR also continues to try to organize related methods and properties in the editor. ### Change Type - [x] `major` — Breaking change ### Release Notes - [editor] renames `defaultProps` to `getDefaultProps` - [editor] removes `outline`, `outlineSegments`, `handles`, `bounds` - [editor] renames `renderBackground` to `backgroundComponent`
2023-06-19 14:01:18 +00:00
override getDefaultProps(): TLVideoShape['props'] {
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return {
w: 100,
h: 100,
assetId: null,
time: 0,
playing: true,
url: '',
}
}
component(shape: TLVideoShape) {
const { editor } = this
const showControls = editor.getShapeGeometry(shape).bounds.w * editor.getZoomLevel() >= 110
const asset = shape.props.assetId ? editor.getAsset(shape.props.assetId) : null
const { time, playing } = shape.props
const isEditing = useIsEditing(shape.id)
const prefersReducedMotion = usePrefersReducedMotion()
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const rVideo = useRef<HTMLVideoElement>(null!)
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const handlePlay = useCallback<ReactEventHandler<HTMLVideoElement>>(
(e) => {
const video = e.currentTarget
if (!video) return
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editor.updateShapes([
{
type: 'video',
id: shape.id,
props: {
playing: true,
time: video.currentTime,
},
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},
])
},
[shape.id, editor]
)
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const handlePause = useCallback<ReactEventHandler<HTMLVideoElement>>(
(e) => {
const video = e.currentTarget
if (!video) return
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editor.updateShapes([
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{
type: 'video',
id: shape.id,
props: {
playing: false,
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time: video.currentTime,
},
},
])
},
[shape.id, editor]
)
const handleSetCurrentTime = useCallback<ReactEventHandler<HTMLVideoElement>>(
(e) => {
const video = e.currentTarget
if (!video) return
if (isEditing) {
editor.updateShapes([
{
type: 'video',
id: shape.id,
props: {
time: video.currentTime,
},
},
])
}
},
[isEditing, shape.id, editor]
)
const [isLoaded, setIsLoaded] = useState(false)
const handleLoadedData = useCallback<ReactEventHandler<HTMLVideoElement>>(
(e) => {
const video = e.currentTarget
if (!video) return
if (time !== video.currentTime) {
video.currentTime = time
}
if (!playing) {
video.pause()
}
setIsLoaded(true)
},
[playing, time]
)
// If the current time changes and we're not editing the video, update the video time
useEffect(() => {
const video = rVideo.current
if (!video) return
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if (isLoaded && !isEditing && time !== video.currentTime) {
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video.currentTime = time
}
if (isEditing) {
if (document.activeElement !== video) {
video.focus()
}
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}
}, [isEditing, isLoaded, time])
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useEffect(() => {
if (prefersReducedMotion) {
const video = rVideo.current
if (!video) return
video.pause()
video.currentTime = 0
}
}, [rVideo, prefersReducedMotion])
return (
<>
<HTMLContainer
id={shape.id}
style={{
color: 'var(--color-text-3)',
backgroundColor: asset ? 'transparent' : 'var(--color-low)',
border: asset ? 'none' : '1px solid var(--color-low-border)',
}}
>
<div className="tl-counter-scaled">
<div className="tl-video-container">
{asset?.props.src ? (
<video
ref={rVideo}
style={isEditing ? { pointerEvents: 'all' } : undefined}
className={`tl-video tl-video-shape-${shape.id.split(':')[1]}`}
width="100%"
height="100%"
draggable={false}
playsInline
autoPlay
muted
loop
disableRemotePlayback
disablePictureInPicture
controls={isEditing && showControls}
onPlay={handlePlay}
onPause={handlePause}
onTimeUpdate={handleSetCurrentTime}
onLoadedData={handleLoadedData}
hidden={!isLoaded}
>
<source src={asset.props.src} />
</video>
) : (
<BrokenAssetIcon />
)}
</div>
</div>
</HTMLContainer>
{'url' in shape.props && shape.props.url && (
<HyperlinkButton url={shape.props.url} zoomLevel={editor.getZoomLevel()} />
)}
</>
)
}
indicator(shape: TLVideoShape) {
return <rect width={toDomPrecision(shape.props.w)} height={toDomPrecision(shape.props.h)} />
}
override toSvg(shape: TLVideoShape) {
const g = document.createElementNS('http://www.w3.org/2000/svg', 'g')
const image = document.createElementNS('http://www.w3.org/2000/svg', 'image')
image.setAttributeNS('http://www.w3.org/1999/xlink', 'href', serializeVideo(shape.id))
image.setAttribute('width', shape.props.w.toString())
image.setAttribute('height', shape.props.h.toString())
g.appendChild(image)
return g
}
}
// Function from v1, could be improved but explicitly using this.model.time (?)
function serializeVideo(id: string): string {
const splitId = id.split(':')[1]
const video = document.querySelector(`.tl-video-shape-${splitId}`) as HTMLVideoElement
if (video) {
const canvas = document.createElement('canvas')
canvas.width = video.videoWidth
canvas.height = video.videoHeight
canvas.getContext('2d')!.drawImage(video, 0, 0)
return canvas.toDataURL('image/png')
} else throw new Error('Video with not found when attempting serialization.')
}