Wykres commitów

16 Commity (add-dumb-migration-example)

Autor SHA1 Wiadomość Data
alex 16a28bfd90
Fix jpg export and tests (#3198)
Fix a bug that was preventing JPG and webp exports from working. Also:
- Re-enable our export snapshot tests which got commented out again
- Fix some react act errors when running tests

### Change Type

- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
2024-03-18 15:08:09 +00:00
alex a0628f9cb2
tldraw_final_v6_final(old version).docx.pdf (#2998)
Rename `@tldraw/tldraw` to just `tldraw`! `@tldraw/tldraw` still exists
as an alias to `tldraw` for folks who are still using that.

### Test Plan

- [x] Unit Tests
- [ ] End to end tests

### Release Notes

- The `@tldraw/tldraw` package has been renamed to `tldraw`. You can
keep using the old version if you want though!
2024-02-29 16:06:19 +00:00
Steve Ruiz ac0259a6af
Composable custom UI (#2796)
This PR refactors our menu systems and provides an interface to hide or
replace individual user interface elements.

# Background

Previously, we've had two types of overrides:
- "schema" overrides that would allow insertion or replacement of items
in the different menus
- "component" overrides that would replace components in the editor's
user interface

This PR is an attempt to unify the two and to provide for additional
cases where the "schema-based" user interface had begun to break down.

# Approach

This PR makes no attempt to change the `actions` or `tools`
overrides—the current system seems to be correct for those because they
are not reactive. The challenge with the other ui schemas is that they
_are_ reactive, and thus the overrides both need to a) be fed in from
outside of the editor as props, and b) react to changes from the editor,
which is an impossible situation.

The new approach is to use React to declare menu items. (Surprise!) 

```tsx
function CustomHelpMenuContent() {
	return (
		<>
			<DefaultHelpMenuContent />
			<TldrawUiMenuGroup id="custom stuff">
				<TldrawUiMenuItem
					id="about"
					label="Like my posts"
					icon="external-link"
					readonlyOk
					onSelect={() => {
						window.open('https://x.com/tldraw', '_blank')
					}}
				/>
			</TldrawUiMenuGroup>
		</>
	)
}

const components: TLComponents = {
	HelpMenuContent: CustomHelpMenuContent,
}

export default function CustomHelpMenuContentExample() {
	return (
		<div className="tldraw__editor">
			<Tldraw components={components} />
		</div>
	)
}
```

We use a `components` prop with the combined editor and ui components.

- [ ] Create a "layout" component?
- [ ] Make UI components more isolated? If possible, they shouldn't
depend on styles outside of themselves, so that they can be used in
other layouts. Maybe we wait on this because I'm feeling a slippery
slope toward presumptions about configurability.
- [ ] OTOH maybe we go hard and consider these things as separate
components, even packages, with their own interfaces for customizability
/ configurability, just go all the way with it, and see what that looks
like.

# Pros

Top line: you can customize tldraw's user interface in a MUCH more
granular / powerful way than before.

It solves a case where menu items could not be made stateful from
outside of the editor context, and provides the option to do things in
the menus that we couldn't allow previously with the "schema-based"
approach.

It also may (who knows) be more performant because we can locate the
state inside of the components for individual buttons and groups,
instead of all at the top level above the "schema". Because items /
groups decide their own state, we don't have to have big checks on how
many items are selected, or whether we have a flippable state. Items and
groups themselves are allowed to re-build as part of the regular React
lifecycle. Menus aren't constantly being rebuilt, if that were ever an
issue.

Menu items can be shared between different menu types. We'll are
sometimes able to re-use items between, for example, the menu and the
context menu and the actions menu.

Our overrides no longer mutate anything, so there's less weird searching
and finding.

# Cons

This approach can make customization menu contents significantly more
complex, as an end user would need to re-declare most of a menu in order
to make any change to it. Luckily a user can add things to the top or
bottom of the context menu fairly easily. (And who knows, folks may
actually want to do deep customization, and this allows for it.)

It's more code. We are shipping more react components, basically one for
each menu item / group.

Currently this PR does not export the subcomponents, i.e. menu items. If
we do want to export these, then heaven help us, it's going to be a
_lot_ of exports.

# Progress 

- [x] Context menu
- [x] Main menu
- [x] Zoom menu
- [x] Help menu
- [x] Actions menu
- [x] Keyboard shortcuts menu
- [x] Quick actions in main menu? (new)
- [x] Helper buttons? (new)
- [x] Debug Menu

And potentially
- [x] Toolbar
- [x] Style menu
- [ ] Share zone
- [x] Navigation zone
- [ ] Other zones

### Change Type

- [x] `major` — Breaking change

### Test Plan

1. use the context menu
2. use the custom context menu example
3. use cursor chat in the context menu

- [x] Unit Tests
- [ ] End to end tests

### Release Notes

- Add a brief release note for your PR here.
2024-02-15 12:10:09 +00:00
alex 7c77944951
fix export snapshot race condition (#2280)
Fixes a race condition with our snapshot export tests that was causing
them to be flaky.

### Change Type

- [x] `tests` — Changes to any test code only[^2]

### Test Plan
- [x] End to end tests
2023-12-04 13:52:37 +00:00
David Sheldrick 34cfb85169
no impure getters pt 11 (#2236)
follow up to #2189 

adds runtime warnings for deprecated fields. cleans up remaining fields
and usages. Adds a lint rule to prevent access to deprecated fields.
Adds a lint rule to prevent using getters.

### Change Type

- [x] `patch` — Bug fix
2023-11-16 15:34:56 +00:00
Steve Ruiz 14e8d19a71
Custom Tools DX + screenshot example (#2198)
This PR adds a custom tool example, the `Screenshot Tool`.

It demonstrates how a user can create a custom tool together with custom
tool UI.

### Change Type

- [x] `minor` — New feature

### Test Plan

1. Use the screenshot example

### Release Notes

- adds ScreenshotTool custom tool example
- improvements and new exports related to copying and exporting images /
files
- loosens up types around icons and translations
- moving `StateNode.isActive` into an atom
- adding `Editor.path`
2023-11-15 18:06:02 +00:00
Steve Ruiz 5db3c1553e
Replace Atom.value with Atom.get() (#2189)
This PR replaces the `.value` getter for the atom with `.get()`

### Change Type

- [x] `major` — Breaking change

---------

Co-authored-by: David Sheldrick <d.j.sheldrick@gmail.com>
2023-11-13 11:51:22 +00:00
Steve Ruiz ddb73cb6cf
Tighten up editor ui (#2102)
This PR tightens up the editor UI. It removes padding around the editor.

![Kapture 2023-10-28 at 18 27
15](https://github.com/tldraw/tldraw/assets/23072548/18075308-7b62-43a1-8c80-ff4e4136197b)

<img width="1196" alt="image"
src="https://github.com/tldraw/tldraw/assets/23072548/a8205ef1-b142-4fdc-9745-e400c0c4939a">

<img width="1196" alt="image"
src="https://github.com/tldraw/tldraw/assets/23072548/87e9dcd1-39f5-466a-a256-9cbd2ff2cf7e">

### Change Type

- [x] `minor` — New feature

### Release Notes

- Small adjustment to editor ui.
2023-10-28 21:58:32 +00:00
alex 421102282d
Fix newlines in text geo shapes (#2059)
Previously, entering a geo shape and adding a bunch of newlines wouldn't
correctly update the shape's height. This fixes that.

### Change Type

- [x] `patch` — Bug fix


### Test Plan

1. Create a geo shape
2. Enter text editing mode
3. Spam the enter key
4. See that the shape grows appropriately
5. Exit editing and check that the trailing newlines have been deleted.

- [ ] Unit Tests
- [x] End to end tests

---------

Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2023-10-10 12:58:28 +00:00
alex 4ccb6d8a50
re-enable visual regression tests (#2056)
Re-enable visual regression tests

### Change Type
- [x] `tests` — Changes to any test code only[^2]

---------

Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
2023-10-10 12:33:16 +00:00
Steve Ruiz d750da8f40
`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
Steve Ruiz 0323ee1f6b
[fix] dark mode (#1754)
This PR fixes a bug where dark mode would not immediately cause shapes
to update their colors. Previously, we got the current theme during
render but not in a way that hooked into the change. In this update, we
hook into the change. We also pass the change down to shape fills as
props rather than getting the theme from deeper down.

### Change Type

- [x] `patch`

### Test Plan

1. Use dark mode.
2. Switch colors

### Release Notes

- [fix] dark mode colors not updating
2023-07-20 11:38:55 +00:00
Steve Ruiz b7d9c8684c
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
Steve Ruiz fd29006538
[feature] add `meta` property to records (#1627)
This PR adds a `meta` property to shapes and other records.

It adds it to:
- asset
- camera
- document
- instance
- instancePageState
- instancePresence
- page
- pointer
- rootShape

## Setting meta

This data can generally be added wherever you would normally update the
corresponding record.

An exception exists for shapes, which can be updated using a partial of
the `meta` in the same way that we update shapes with a partial of
`props`.

```ts
this.updateShapes([{
    id: myShape.id,
    type: "geo",
    meta: { 
      nemesis: "steve",
      special: true
    }
])
```

## `Editor.getInitialMetaForShape`

The `Editor.getInitialMetaForShape` method is kind of a hack to set the
initial meta property for newly created shapes. You can set it
externally. Escape hatch!

### Change Type

- [x] `minor` — New feature

### Test Plan

todo

- [ ] Unit Tests (todo)

### Release Notes

- todo
2023-06-28 14:24:05 +00:00
alex e8bc114bf3
Styles API follow-ups (#1636)
tldraw-zero themed follow-ups to the styles API added in #1580.

- Removed style related helpers from `ShapeUtil`
- `editor.css` no longer includes the tldraw default color palette.
Instead, a global `DefaultColorPalette` is defined as part of the color
style. If developers wish to cusomise the colors, they can mutate that
global.
- `ShapeUtil.toSvg` no longer takes font/color. Instead, it takes an
"svg export context" that can be used to add `<defs>` to the exported
SVG element. Converting e.g. fonts to inlined data urls is now the
responsibility of the shapes that use them rather than the Editor.
- `usePattern` is not longer a core part of the editor. Instead,
`ShapeUtil` has a `getCanvasSvgDefs` method for returning react
components representing anything a shape needs included in `<defs>` for
the canvas.
- The shape-specific cleanup logic in `setStyle` has been deleted. It
turned out that none of that logic has been running anyway, and instead
the relevant logic lives in shape `onBeforeChange` callbacks already.

### Change Type
- [x] `minor` — New feature

### Test Plan


- [x] Unit Tests
- [x] End to end tests

### Release Notes
 --

---------

Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2023-06-24 13:46:04 +00:00
alex 245f74010c
speed up playwright and add visual regression tests (#1638)
This diff:
- tweaks how playwright runs in CI to have it go a bit faster
- uploads nice browsable reports to S3 for looking at playwright
failures and traces
- adds visual regression testing to playwright

### Change Type

- [x] `tests` — Changes to any test code only[^2]

### Test Plan

- [ ] Unit Tests
- [x] End to end tests

### Release Notes

--

---------

Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
2023-06-23 11:53:04 +00:00