This PR makes sticky shadows use page space rotation, not shape space
rotation. This brings it in line with what our other shapes do (eg:
bookmarks)
https://github.com/tldraw/tldraw/assets/15892272/6b0ae307-7811-4a11-a29d-2c61cafd3d1d
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This is take 2 on this original PR:
https://github.com/tldraw/tldraw/pull/3132
It goes further to try to address these issues that came up:
- [x] fixes up problem with being able to click "through" an occluded
shape because of z-layer issues. This is done by only "raising" the
textareas when a shape is selected, priming them for easy selection.
- [x] add a `data-isediting` property which lets us stay in editing mode
and keep the z-indices of the textareas raised when in editing mode.
- [x] Initiating a drag from within a textarea was losing pointer events
when going over the UI. Would love feedback on this piece - had to
disable pointer events to the UI while dragging which I think is the
right move anyway. But wiring that up properly could use work since it
relies on cursor changes, heh.
Btw, @MitjaBezensek I had to undo your PR
https://github.com/tldraw/tldraw/pull/3283 because that would conflict
with this sticky work where we want text editing to be more fluid.
### Change Type
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---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
This PR adds parenting behaviour to stickies, and also changes how
parenting works on the whole.
- Rescaled timings for drag and drop manager. It should feel tighter,
closer to figma.
https://github.com/tldraw/tldraw/assets/15892272/c36c5bba-9964-403e-a5cd-6dcb35e1fe27
- We now 'kick out' any occluded children from their parents. We
manually do this after many interactions and actions.
- We now only parent shapes if their geometry overlaps *as well* as your
cursor dragging over.
- We now hint parents when translating a child inside it.
- We hide the hint if your selected shape will be kicked out of a
frame/note when you let go.
- We now *only* hint if a child will successfully drop inside a parent.
- Removed `shouldHint` option from `onDragShapesOver`. The editor
handles that now.
I will add more gifs demonstrating all these cases.
### Change Type
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---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
This PR fixes a weird issue where editing text notes would call blur /
complete, preventing certain interactions.
Before:
1. Select a sticky note
2. Start editing the note
3. pointer down on the canvas
4. Instead of being in pointing_canvas, you'll be in idle
After:
4. You'll be in pointing_canvas
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
This PR adds migrations for font size adjustment.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
Adds an example of a tool with child states. I'm going over the
annotations at the moment, just wanted to validate the idea in the
meantime.
Closes tld-2114
- [x] `documentation` — Changes to the documentation only[^2]
### Release Notes
- Add an example of a tool with child states
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
The refactor of the textfields in this PR
https://github.com/tldraw/tldraw/pull/3050 caused a regression in
resizing Text shapes. (as demonstrated in this PR's video:
https://github.com/tldraw/tldraw/pull/3327)
We reverted that PR and now this PR updates the CSS to fix the gap that
was introduced when it was refactored.
### Change Type
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debugging tools, etc.
- [ ] `dunno` — I don't know
Fixes a bug with text resizing on text shapes, now the transform origin
is set depending on the alignment.
![2024-04-02 at 16 50 49 - Aqua
Snail](https://github.com/tldraw/tldraw/assets/98838967/86b59691-e950-4367-8632-03ae6dfef7f6)
![2024-04-02 at 16 49 37 - Teal
Tuna](https://github.com/tldraw/tldraw/assets/98838967/6b6c97a8-fc53-45a0-8282-6bd63e77507b)
### Change Type
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debugging tools, etc.
- [ ] `dunno` — I don't know
### Test Plan
1. Make a text shape
2. resize it
3. It should stay within the bounds
### Release Notes
- Fixes an issue with text shapes overflowing their bounds when resized.
This PR buffs input events.
## The story so far
In the olde days, we throttled events from the canvas events hook so
that a pointer event would only be sent every 1/60th of a second. This
was fine but made drawing on the iPad / 120FPS displays a little sad.
Then we removed this throttle. It seemed fine! Drawing at 120FPS was
great. We improved some rendering speeds and tightened some loops so
that the engine could keep up with 2x the number of points in a line.
Then we started noticing that iPads and other screens could start
choking on events as it received new inputs and tried to process and
render inputs while still recovering from a previous dropped frame. Even
worse, on iPad the work of rendering at 120FPS was causing the browser
to throttle the app after some sustained drawing. Yikes!
### Batching
I did an experimental PR (#3180) to bring back batching but do it in the
editor instead. What we would do is: rather than immediately processing
an event when we get it, we would instead put the event into a buffer.
On the next 60FPS tick, we would flush the buffer and process all of the
events. We'd have them all in the same transaction so that the app would
only render once.
### Render batching?
We then tried batching the renders, so that the app would only ever
render once per (next) frame. This added a bunch of complexity around
events that needed to happen synchronously, such as writing text in a
text field. Some inputs could "lag" in a way familiar to anyone who's
tried to update an input's state asynchronously. So we backed out of
this.
### Coalescing?
Another idea from @ds300 was to "coalesce" the events. This would be
useful because, while some interactions like drawing would require the
in-between frames in order to avoid data loss, most interactions (like
resizing) didn't actually need the in-between frames, they could just
use the last input of a given type.
Coalescing turned out to be trickier than we thought, though. Often a
state node required information from elsewhere in the app when
processing an event (such as camera position or page point, which is
derived from the camera position), and so the coalesced events would
need to also include this information or else the handlers wouldn't work
the way they should when processing the "final" event during a tick.
So we backed out of the coalescing strategy for now. Here's the [PR that
removes](937469d69d)
it.
### Let's just buffer the fuckers
So this PR now should only include input buffering.
I think there are ways to achieve the same coalescing-like results
through the state nodes, which could gather information during the
`onPointerMove` handler and then actually make changes during the
`onTick` handler, so that the changes are only done as many time as
necessary. This should help with e.g. resizing lots of shapes at once.
But first let's land the buffering!
---
Mitja's original text:
This PR builds on top of Steve's [experiment
PR](https://github.com/tldraw/tldraw/pull/3180) here. It also adds event
coalescing for [`pointerMove`
events](https://github.com/tldraw/tldraw/blob/mitja/input-buffering/packages/editor/src/lib/editor/Editor.ts#L8364-L8368).
The API is [somewhat similar
](https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/getCoalescedEvents)
to `getCoalescedEvent`. In `StateNodes` we register an `onPointerMove`
handler. When the event happens it gets called with the event `info`.
There's now an additional field on `TLMovePointerEvent` called
`coalescedInfo` which includes all the events. It's then on the user to
process all of these.
I decided on this API since it allows us to only expose one event
handler, but it still gives the users access to all events if they need
them.
We would otherwise either need to:
- Expose two events (coalesced and non-coalesced one and complicate the
api) so that state nodes like Resizing would not be triggered for each
pointer move.
- Offer some methods on the editor that would allow use to get the
coalesced information. Then the nodes that need that info could request
it. I [tried
this](9ad973da3a (diff-32f1de9a5a9ec72aa49a8d18a237fbfff301610f4689a4af6b37f47af435aafcR67)),
but it didn't feel good.
This also complicated the editor inputs. The events need to store
information about the event (like the mouse position when the event
happened for `onPointerMove`). But we cannot immediately update inputs
when the event happens. To make this work for `pointerMove` events I've
added `pagePoint`. It's
[calculated](https://github.com/tldraw/tldraw/pull/3223/files#diff-980beb0aa0ee9aa6d1cd386cef3dc05a500c030638ffb58d45fd11b79126103fR71)
when the event triggers and then consumers can get it straight from the
event (like
[Drawing](https://github.com/tldraw/tldraw/pull/3223/files#diff-32f1de9a5a9ec72aa49a8d18a237fbfff301610f4689a4af6b37f47af435aafcR104)).
### Change Type
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### Test Plan
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### Release Notes
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---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
Recently (https://github.com/tldraw/tldraw/pull/3012), we started
aggregating data messages before sending them out. However, local
testing shows that we generate *many* redundant messages (see the test
file for an example of a real buffer captured during local testing with
just two users). This PR adds a function to squish those updates
together, reducing the amount of data we need to transfer and load on
the client that won't need to process those redundant messages.
The function is checked with [fast-check](https://fast-check.dev/), a JS
property test framework, to make sure that squished deltas result in
exactly the same state as the original ones.
### Change Type
- [x] `minor` — New feature
### Test Plan
1. Needs a group smoke test
- [x] End to end tests
This PR adds scripts that allow us to generate reports on our
dependencies.
### Change Type
- [x] `internal` — Any other changes that don't affect the published
package[^2]
This PR simplifies the debug count for debugging number of elements on
the page. It fixes a bug where note shapes and other shapes without
shapeid ids were not correctly counted.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
In this PR, when the camera changes, we check whether the pointer's page
position has actually changed before triggering a pointer move event.
This means that the pointer move will not fire while zooming in and out.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
1. Zoom in and out.
2. The performance tab should not see any calls to `updateHoveredShape`
or other pointer move related events.
### Release Notes
- Improve performance of zooming.