tldraw/packages/editor/api-report.md

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2023-04-25 11:01:25 +00:00
## API Report File for "@tldraw/editor"
> Do not edit this file. It is a report generated by [API Extractor](https://api-extractor.com/).
```ts
/// <reference types="react" />
import { Atom } from '@tldraw/state';
import { atom } from '@tldraw/state';
import { BoxModel } from '@tldraw/tlschema';
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 { ComponentType } from 'react';
import { Computed } from '@tldraw/state';
import { computed } from '@tldraw/state';
2023-04-25 11:01:25 +00:00
import { EmbedDefinition } from '@tldraw/tlschema';
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 { EMPTY_ARRAY } from '@tldraw/state';
import { EventEmitter } from 'eventemitter3';
import { Expand } from '@tldraw/utils';
import { HistoryEntry } from '@tldraw/store';
import { IndexKey } from '@tldraw/utils';
import { JsonObject } from '@tldraw/utils';
import { JSX as JSX_2 } from 'react/jsx-runtime';
import { Migrations } from '@tldraw/store';
`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
import { NamedExoticComponent } from 'react';
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 { PointerEventHandler } from 'react';
import { react } from '@tldraw/state';
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
import { default as React_2 } from 'react';
import * as React_3 from 'react';
React-powered SVG exports (#3117) ## Migration path 1. If any of your shapes implement `toSvg` for exports, you'll need to replace your implementation with a new version that returns JSX (it's a react component) instead of manually constructing SVG DOM nodes 2. `editor.getSvg` is deprecated. It still works, but will be going away in a future release. If you still need SVGs as DOM elements rather than strings, use `new DOMParser().parseFromString(svgString, 'image/svg+xml').firstElementChild` ## The change in detail At the moment, our SVG exports very carefully try to recreate the visuals of our shapes by manually constructing SVG DOM nodes. On its own this is really painful, but it also results in a lot of duplicated logic between the `component` and `getSvg` methods of shape utils. In #3020, we looked at using string concatenation & DOMParser to make this a bit less painful. This works, but requires specifying namespaces everywhere, is still pretty painful (no syntax highlighting or formatting), and still results in all that duplicated logic. I briefly experimented with creating my own version of the javascript language that let you embed XML like syntax directly. I was going to call it EXTREME JAVASCRIPT or XJS for short, but then I noticed that we already wrote the whole of tldraw in this thing called react and a (imo much worse named) version of the javascript xml thing already existed. Given the entire library already depends on react, what would it look like if we just used react directly for these exports? Turns out things get a lot simpler! Take a look at lmk what you think This diff was intended as a proof of concept, but is actually pretty close to being landable. The main thing is that here, I've deliberately leant into this being a big breaking change to see just how much code we could delete (turns out: lots). We could if we wanted to make this without making it a breaking change at all, but it would add back a lot of complexity on our side and run a fair bit slower --------- Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
2024-03-25 14:16:55 +00:00
import { ReactElement } from 'react';
import { ReactNode } from 'react';
import { SerializedSchema } from '@tldraw/store';
import { SerializedStore } from '@tldraw/store';
import { ShapeProps } from '@tldraw/tlschema';
import { Signal } from '@tldraw/state';
import { StoreSchema } from '@tldraw/store';
import { StoreSnapshot } from '@tldraw/store';
import { StyleProp } from '@tldraw/tlschema';
Faster validations + record reference stability at the same time (#2848) This PR adds a validation mode whereby previous known-to-be-valid values can be used to speed up the validation process itself. At the same time it enables us to do fine-grained equality checking on records much more quickly than by using something like lodash isEqual, and using that we can prevent triggering effects for record updates that don't actually alter any values in the store. Here's some preliminary perf testing of average time spent in `store.put()` during some common interactions | task | before (ms) | after (ms) | | ---- | ---- | ---- | | drawing lines | 0.0403 | 0.0214 | | drawing boxes | 0.0408 | 0.0348 | | translating lines | 0.0352 | 0.0042 | | translating boxes | 0.0051 | 0.0032 | | rotating lines | 0.0312 | 0.0065 | | rotating boxes | 0.0053 | 0.0035 | | brush selecting boxes | 0.0200 | 0.0232 | | traversal with shapes | 0.0130 | 0.0108 | | traversal without shapes | 0.0201 | 0.0173 | **traversal** means moving the camera and pointer around the canvas #### Discussion At the scale of hundredths of a millisecond these .put operations are so fast that even if they became literally instantaneous the change would not be human perceptible. That said, there is an overall marked improvement here. Especially for dealing with draw shapes. These figures are also mostly in line with expectations, aside from a couple of things: - I don't understand why the `brush selecting boxes` task got slower after the change. - I don't understand why the `traversal` tasks are slower than the `translating boxes` task, both before and after. I would expect that .putting shape records would be much slower than .putting pointer/camera records (since the latter have fewer and simpler properties) ### Change Type - [x] `patch` — Bug fix ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Add a brief release note for your PR here.
2024-02-20 12:35:25 +00:00
import { StylePropValue } from '@tldraw/tlschema';
2023-04-25 11:01:25 +00:00
import { TLArrowShape } from '@tldraw/tlschema';
import { TLArrowShapeArrowheadStyle } from '@tldraw/tlschema';
2023-04-25 11:01:25 +00:00
import { TLAsset } from '@tldraw/tlschema';
import { TLAssetId } from '@tldraw/tlschema';
import { TLAssetPartial } from '@tldraw/tlschema';
import { TLBaseShape } from '@tldraw/tlschema';
import { TLBookmarkAsset } from '@tldraw/tlschema';
import { TLCamera } from '@tldraw/tlschema';
import { TLCursor } from '@tldraw/tlschema';
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 { TLCursorType } from '@tldraw/tlschema';
import { TLDefaultHorizontalAlignStyle } from '@tldraw/tlschema';
2023-04-25 11:01:25 +00:00
import { TLDocument } from '@tldraw/tlschema';
import { TLGroupShape } from '@tldraw/tlschema';
import { TLHandle } from '@tldraw/tlschema';
import { TLImageAsset } from '@tldraw/tlschema';
import { TLInstance } from '@tldraw/tlschema';
import { TLInstancePageState } from '@tldraw/tlschema';
derived presence state (#1204) This PR adds - A new `TLInstancePresence` record type, to collect info about the presence state in a particular instance of the editor. This will eventually be used to sync presence data instead of sending instance-only state across the wire. - **Record Scopes** `RecordType` now has a `scope` property which can be one of three things: - `document`: the record belongs to the document and should be synced and persisted freely. Currently: `TLDocument`, `TLPage`, `TLShape`, and `TLAsset` - `instance`: the record belongs to a single instance of the store and should not be synced at all. It should not be persisted directly in most cases, but rather compiled into a kind of 'instance configuration' to store alongside the local document data so that when reopening the associated document it can remember some of the previous instance state. Currently: `TLInstance`, `TLInstancePageState`, `TLCamera`, `TLUser`, `TLUserDocument`, `TLUserPresence` - `presence`: the record belongs to a single instance of the store and should not be persisted, but may be synced using the special presence sync protocol. Currently just `TLInstancePresence` This sets us up for the following changes, which are gonna be pretty high-impact in terms of integrating tldraw into existing systems: - Removing `instanceId` as a config option. Each instance gets a randomly generated ID. - We'd replace it with an `instanceConfig` option that has stuff like selectedIds, camera positions, and so on. Then it's up to library users to get and reinstate the instance config at persistence boundaries. - Removing `userId` as config option, and removing the `TLUser` type altogether. - We might need to revisit when doing auth-enabled features like locking shapes, but I suspect that will be separate.
2023-04-27 18:03:19 +00:00
import { TLInstancePresence } from '@tldraw/tlschema';
2023-04-25 11:01:25 +00:00
import { TLPage } from '@tldraw/tlschema';
import { TLPageId } from '@tldraw/tlschema';
import { TLParentId } from '@tldraw/tlschema';
import { TLRecord } from '@tldraw/tlschema';
import { TLScribble } from '@tldraw/tlschema';
import { TLShape } from '@tldraw/tlschema';
import { TLShapeId } from '@tldraw/tlschema';
import { TLShapePartial } from '@tldraw/tlschema';
import { TLStore } from '@tldraw/tlschema';
import { TLStoreProps } from '@tldraw/tlschema';
2023-04-25 11:01:25 +00:00
import { TLUnknownShape } from '@tldraw/tlschema';
import { TLVideoAsset } from '@tldraw/tlschema';
import { track } from '@tldraw/state';
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 { transact } from '@tldraw/state';
import { transaction } from '@tldraw/state';
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
2023-06-05 14:11:07 +00:00
import { UnknownRecord } from '@tldraw/store';
import { useComputed } from '@tldraw/state';
import { useQuickReactor } from '@tldraw/state';
import { useReactor } from '@tldraw/state';
import { useValue } from '@tldraw/state';
import { VecModel } from '@tldraw/tlschema';
import { whyAmIRunning } from '@tldraw/state';
2023-04-25 11:01:25 +00:00
arrows: add ability to change label placement (#2557) This adds the ability to drag the label on an arrow to a different location within the line segment/arc. https://github.com/tldraw/tldraw/assets/469604/dbd2ee35-bebc-48d6-b8ee-fcf12ce91fa5 - A lot of the complexity lay in ensuring a fixed distance from the ends of the arrowheads. - I added a new type of handle `text-adjust` that makes the text box the very handle itself. - I added a `ARROW_HANDLES` enum - we should use more enums! - The bulk of the changes are in ArrowShapeUtil — check that out in particular obviously :) Along the way, I tried to improve a couple spots as I touched them: - added some more documentation to Vec.ts because some of the functions in there were obscure/new to me. (at least the naming, hah) - added `getPointOnCircle` which was being done in a couple places independently and refactored those places. ### Questions - the `getPointOnCircle` API changed. Is this considered breaking and/or should I leave the signature the same? Wasn't sure if it was a big deal or not. - I made `labelPosition` in the schema always but I guess it could have been optional? Lemme know if there's a preference. - Any feedback on tests? Happy to expand those if necessary. ### Change Type - [ ] `patch` — Bug fix - [x] `minor` — New feature - [ ] `major` — Breaking change - [ ] `dependencies` — Changes to package dependencies[^1] - [ ] `documentation` — Changes to the documentation only[^2] - [ ] `tests` — Changes to any test code only[^2] - [ ] `internal` — Any other changes that don't affect the published package[^2] - [ ] I don't know [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. For arrow in [straightArrow, curvedArrow] test the following: a. Label in the middle b. Label at both ends of the arrow c. Test arrows in different directions d. Rotating the endpoints and seeing that the label stays at the end of the arrow at a fixed width. e. Test different stroke widths. f. Test with different arrowheads. 2. Also, test arcs that are more circle like than arc-like. - [x] Unit Tests - [ ] End to end tests ### Release Notes - Adds ability to change label position on arrows. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com> Co-authored-by: alex <alex@dytry.ch>
2024-01-24 10:19:20 +00:00
// @public
export function angleDistance(fromAngle: number, toAngle: number, direction: number): number;
2023-04-25 11:01:25 +00:00
// @internal (undocumented)
export const ANIMATION_MEDIUM_MS = 320;
// @internal (undocumented)
export const ANIMATION_SHORT_MS = 80;
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
// @internal (undocumented)
export function applyRotationToSnapshotShapes({ delta, editor, snapshot, stage, }: {
delta: number;
snapshot: TLRotationSnapshot;
editor: Editor;
stage: 'end' | 'one-off' | 'start' | 'update';
}): void;
// @public
export function approximately(a: number, b: number, precision?: number): boolean;
`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
// @public (undocumented)
export class Arc2d extends Geometry2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
center: Vec;
`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
radius: number;
start: Vec;
end: Vec;
`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
sweepFlag: number;
largeArcFlag: number;
});
// (undocumented)
angleEnd: number;
// (undocumented)
angleStart: number;
// (undocumented)
_center: Vec;
`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
// (undocumented)
end: Vec;
`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
// (undocumented)
getVertices(): Vec[];
`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
// (undocumented)
hitTestLineSegment(A: Vec, B: Vec): boolean;
`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
// (undocumented)
length: number;
// (undocumented)
measure: number;
// (undocumented)
nearestPoint(point: Vec): Vec;
`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
// (undocumented)
radius: number;
// (undocumented)
start: Vec;
`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
}
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
// @public
export function areAnglesCompatible(a: number, b: number): boolean;
export { Atom }
export { atom }
// @public (undocumented)
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
export function average(A: VecLike, B: VecLike): string;
// @public (undocumented)
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
export abstract class BaseBoxShapeTool extends StateNode {
// (undocumented)
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 children: () => (typeof Idle | typeof Pointing)[];
// (undocumented)
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 id: string;
// (undocumented)
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 initial: string;
// (undocumented)
onCreate?: (_shape: null | TLShape) => null | void;
// (undocumented)
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
abstract shapeType: string;
}
// @public (undocumented)
export abstract class BaseBoxShapeUtil<Shape extends TLBaseBoxShape> extends ShapeUtil<Shape> {
// (undocumented)
`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
getGeometry(shape: Shape): Geometry2d;
// (undocumented)
getHandleSnapGeometry(shape: Shape): HandleSnapGeometry;
// (undocumented)
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
onResize: TLOnResizeHandler<any>;
}
[Snapping 3/5] Custom snapping API (#2793) This diff adds an API for customising our existing snap types. These are: 1. Bound snapping. When translating or resizing a shape, it'll snap to certain key points on the bounds of particular shapes. Previously, these were hard-coded to the corners and center of the bounding box of the shape. Now, a shape can bring its own (e.g. a triangle may add snapping for its 3 corners, and it's centroid rather than bounding box center. 2. Handle outline snapping. When dragging a handle, it'll snap to the outline of other shapes geometry. Now, shapes can return different geometry for this sort of snapping if they like. Each of these is customised through a method on `ShapeUtil`: `getBoundsSnapGeometry` and `getHandleSnapGeometry`. These return interfaces describing the different geometry that can be snapped to in both these cases. Currently, each returns an object with a single property, but there are more types of snapping coming in follow-up PRs. When reviewing this PR, start with the definitions of `BoundsSnapGeometry` in `BoundsSnaps.ts` and `HandleSnapGeometry` in `HandleSnaps.ts` This doesn't add point snapping - i'll add that in a follow-up! It'll be customisable with the `getHandleSnapGeometry` API. Fixes TLD-2197 This PR is part of a series - please don't merge it until the things before it have landed! 1. #2827 4. #2831 5. #2793 (you are here) 6. #2841 7. #2845 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan - [x] Unit Tests ### Release Notes - Add `ShapeUtil.getSnapInfo` for customising shape snaps.
2024-02-15 15:10:04 +00:00
// @public
export interface BoundsSnapGeometry {
points?: VecModel[];
}
// @public (undocumented)
export interface BoundsSnapPoint {
// (undocumented)
handle?: SelectionCorner;
// (undocumented)
id: string;
// (undocumented)
x: number;
// (undocumented)
y: number;
}
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
// @public (undocumented)
export class Box {
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
constructor(x?: number, y?: number, w?: number, h?: number);
// (undocumented)
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
get aspectRatio(): number;
// (undocumented)
get center(): Vec;
set center(v: Vec);
// (undocumented)
clone(): Box;
// (undocumented)
static Collides: (A: Box, B: Box) => boolean;
// (undocumented)
collides(B: Box): boolean;
// (undocumented)
static Common: (boxes: Box[]) => Box;
// (undocumented)
static Contains: (A: Box, B: Box) => boolean;
// (undocumented)
contains(B: Box): boolean;
// (undocumented)
static ContainsPoint: (A: Box, B: VecLike, margin?: number) => boolean;
// (undocumented)
`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
containsPoint(V: VecLike, margin?: number): boolean;
// (undocumented)
get corners(): Vec[];
// (undocumented)
[Snapping 3/5] Custom snapping API (#2793) This diff adds an API for customising our existing snap types. These are: 1. Bound snapping. When translating or resizing a shape, it'll snap to certain key points on the bounds of particular shapes. Previously, these were hard-coded to the corners and center of the bounding box of the shape. Now, a shape can bring its own (e.g. a triangle may add snapping for its 3 corners, and it's centroid rather than bounding box center. 2. Handle outline snapping. When dragging a handle, it'll snap to the outline of other shapes geometry. Now, shapes can return different geometry for this sort of snapping if they like. Each of these is customised through a method on `ShapeUtil`: `getBoundsSnapGeometry` and `getHandleSnapGeometry`. These return interfaces describing the different geometry that can be snapped to in both these cases. Currently, each returns an object with a single property, but there are more types of snapping coming in follow-up PRs. When reviewing this PR, start with the definitions of `BoundsSnapGeometry` in `BoundsSnaps.ts` and `HandleSnapGeometry` in `HandleSnaps.ts` This doesn't add point snapping - i'll add that in a follow-up! It'll be customisable with the `getHandleSnapGeometry` API. Fixes TLD-2197 This PR is part of a series - please don't merge it until the things before it have landed! 1. #2827 4. #2831 5. #2793 (you are here) 6. #2841 7. #2845 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan - [x] Unit Tests ### Release Notes - Add `ShapeUtil.getSnapInfo` for customising shape snaps.
2024-02-15 15:10:04 +00:00
get cornersAndCenter(): Vec[];
// (undocumented)
static Equals(a: Box | BoxModel, b: Box | BoxModel): boolean;
// (undocumented)
equals(other: Box | BoxModel): boolean;
// (undocumented)
static Expand(A: Box, B: Box): Box;
// (undocumented)
expand(A: Box): this;
// (undocumented)
static ExpandBy(A: Box, n: number): Box;
// (undocumented)
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
expandBy(n: number): this;
// (undocumented)
static From(box: BoxModel): Box;
// (undocumented)
arrows: add ability to change label placement (#2557) This adds the ability to drag the label on an arrow to a different location within the line segment/arc. https://github.com/tldraw/tldraw/assets/469604/dbd2ee35-bebc-48d6-b8ee-fcf12ce91fa5 - A lot of the complexity lay in ensuring a fixed distance from the ends of the arrowheads. - I added a new type of handle `text-adjust` that makes the text box the very handle itself. - I added a `ARROW_HANDLES` enum - we should use more enums! - The bulk of the changes are in ArrowShapeUtil — check that out in particular obviously :) Along the way, I tried to improve a couple spots as I touched them: - added some more documentation to Vec.ts because some of the functions in there were obscure/new to me. (at least the naming, hah) - added `getPointOnCircle` which was being done in a couple places independently and refactored those places. ### Questions - the `getPointOnCircle` API changed. Is this considered breaking and/or should I leave the signature the same? Wasn't sure if it was a big deal or not. - I made `labelPosition` in the schema always but I guess it could have been optional? Lemme know if there's a preference. - Any feedback on tests? Happy to expand those if necessary. ### Change Type - [ ] `patch` — Bug fix - [x] `minor` — New feature - [ ] `major` — Breaking change - [ ] `dependencies` — Changes to package dependencies[^1] - [ ] `documentation` — Changes to the documentation only[^2] - [ ] `tests` — Changes to any test code only[^2] - [ ] `internal` — Any other changes that don't affect the published package[^2] - [ ] I don't know [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. For arrow in [straightArrow, curvedArrow] test the following: a. Label in the middle b. Label at both ends of the arrow c. Test arrows in different directions d. Rotating the endpoints and seeing that the label stays at the end of the arrow at a fixed width. e. Test different stroke widths. f. Test with different arrowheads. 2. Also, test arcs that are more circle like than arc-like. - [x] Unit Tests - [ ] End to end tests ### Release Notes - Adds ability to change label position on arrows. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com> Co-authored-by: alex <alex@dytry.ch>
2024-01-24 10:19:20 +00:00
static FromCenter(center: VecLike, size: VecLike): Box;
// (undocumented)
static FromPoints(points: VecLike[]): Box;
// (undocumented)
getHandlePoint(handle: SelectionCorner | SelectionEdge): Vec;
// (undocumented)
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
h: number;
// (undocumented)
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
get height(): number;
set height(n: number);
// (undocumented)
static Includes: (A: Box, B: Box) => boolean;
// (undocumented)
includes(B: Box): boolean;
// (undocumented)
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
get maxX(): number;
// (undocumented)
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
get maxY(): number;
// (undocumented)
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
get midX(): number;
// (undocumented)
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
get midY(): number;
// (undocumented)
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
get minX(): number;
set minX(n: number);
// (undocumented)
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
get minY(): number;
set minY(n: number);
// (undocumented)
get point(): Vec;
set point(val: Vec);
// (undocumented)
static Resize(box: Box, handle: SelectionCorner | SelectionEdge | string, dx: number, dy: number, isAspectRatioLocked?: boolean): {
box: Box;
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
scaleX: number;
scaleY: number;
};
// (undocumented)
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
resize(handle: SelectionCorner | SelectionEdge | string, dx: number, dy: number): void;
// (undocumented)
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
scale(n: number): this;
// (undocumented)
set(x?: number, y?: number, w?: number, h?: number): this;
// (undocumented)
setTo(B: Box): this;
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
// (undocumented)
static Sides: (A: Box, inset?: number) => Vec[][];
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
// (undocumented)
get sides(): Array<[Vec, Vec]>;
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
// (undocumented)
get size(): Vec;
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
// (undocumented)
snapToGrid(size: number): void;
// (undocumented)
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
toFixed(): this;
// (undocumented)
toJson(): BoxModel;
// (undocumented)
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
translate(delta: VecLike): this;
// (undocumented)
union(box: BoxModel): this;
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
// (undocumented)
w: number;
// (undocumented)
get width(): number;
set width(n: number);
// (undocumented)
x: number;
// (undocumented)
y: number;
// (undocumented)
static ZeroFix(other: Box | BoxModel): Box;
// (undocumented)
zeroFix(): this;
}
// @public (undocumented)
export type BoxLike = Box | BoxModel;
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
// @internal (undocumented)
export const CAMERA_SLIDE_FRICTION = 0.09;
// @public (undocumented)
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
export function canonicalizeRotation(a: number): number;
`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
// @public (undocumented)
export class Circle2d extends Geometry2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed'> & {
x?: number;
y?: number;
radius: number;
isFilled: boolean;
});
// (undocumented)
_center: Vec;
`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
// (undocumented)
config: Omit<Geometry2dOptions, 'isClosed'> & {
x?: number;
y?: number;
radius: number;
isFilled: boolean;
};
// (undocumented)
getBounds(): Box;
`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
// (undocumented)
getVertices(): Vec[];
`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
// (undocumented)
hitTestLineSegment(A: Vec, B: Vec, distance?: number): boolean;
`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
// (undocumented)
nearestPoint(point: Vec): Vec;
`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
// (undocumented)
radius: number;
// (undocumented)
x: number;
// (undocumented)
y: number;
}
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
// @public
export function clamp(n: number, min: number): number;
// @public
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
export function clamp(n: number, min: number, max: number): number;
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
// @public
export function clampRadians(r: number): number;
// @public
export function clockwiseAngleDist(a0: number, a1: number): number;
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
export { computed }
Add component for viewing an image of a snapshot (#2804) This PR adds the `TldrawImage` component that displays a tldraw snapshot as an SVG image. ![2024-02-15 at 12 29 52 - Coral Cod](https://github.com/tldraw/tldraw/assets/15892272/14140e9e-7d6d-4dd3-88a3-86a6786325c5) ## Why We've seen requests for this kind of thing from users. eg: GitBook, and on discord: <img width="710" alt="image" src="https://github.com/tldraw/tldraw/assets/15892272/3d3a3e9d-66b9-42e7-81de-a70aa7165bdc"> The component provides a way to do that. This PR also untangles various bits of editor state from image exporting, which makes it easier for library users to export images more agnostically. (ie: they can now export any shapes on any page in any theme. previously, they had to change the user's state to do that). ## What else - This PR also adds an **Image snapshot** example to demonstrate the new component. - We now pass an `isDarkMode` property to the `toSvg` method (inside the `ctx` argument). This means that `toSvg` doesn't have to rely on editor state anymore. I updated all our `toSvg` methods to use it. - See code comments for more info. ## Any issues? When you toggle to editing mode in the new example, text measurements are initially wrong (until you edit the size of a text shape). Click on the text shape to see how its indicator is wrong. Not sure why this is, or if it's even related. Does it ring a bell with anyone? If not, I'll take a closer look. (fixed, see comments --steve) ## Future work Now that we've untangled image exporting from editor state, we could expose some more helpful helpers for making this easier. Fixes tld-2122 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. Open the **Image snapshot** example. 2. Try editing the image, saving the image, and making sure the image updates. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Dev: Added the `TldrawImage` component. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2024-02-16 13:54:48 +00:00
// @internal (undocumented)
export function ContainerProvider({ container, children, }: {
container: HTMLDivElement;
children: React.ReactNode;
}): JSX_2.Element;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
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
export const coreShapes: readonly [typeof GroupShapeUtil];
arrows: add ability to change label placement (#2557) This adds the ability to drag the label on an arrow to a different location within the line segment/arc. https://github.com/tldraw/tldraw/assets/469604/dbd2ee35-bebc-48d6-b8ee-fcf12ce91fa5 - A lot of the complexity lay in ensuring a fixed distance from the ends of the arrowheads. - I added a new type of handle `text-adjust` that makes the text box the very handle itself. - I added a `ARROW_HANDLES` enum - we should use more enums! - The bulk of the changes are in ArrowShapeUtil — check that out in particular obviously :) Along the way, I tried to improve a couple spots as I touched them: - added some more documentation to Vec.ts because some of the functions in there were obscure/new to me. (at least the naming, hah) - added `getPointOnCircle` which was being done in a couple places independently and refactored those places. ### Questions - the `getPointOnCircle` API changed. Is this considered breaking and/or should I leave the signature the same? Wasn't sure if it was a big deal or not. - I made `labelPosition` in the schema always but I guess it could have been optional? Lemme know if there's a preference. - Any feedback on tests? Happy to expand those if necessary. ### Change Type - [ ] `patch` — Bug fix - [x] `minor` — New feature - [ ] `major` — Breaking change - [ ] `dependencies` — Changes to package dependencies[^1] - [ ] `documentation` — Changes to the documentation only[^2] - [ ] `tests` — Changes to any test code only[^2] - [ ] `internal` — Any other changes that don't affect the published package[^2] - [ ] I don't know [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. For arrow in [straightArrow, curvedArrow] test the following: a. Label in the middle b. Label at both ends of the arrow c. Test arrows in different directions d. Rotating the endpoints and seeing that the label stays at the end of the arrow at a fixed width. e. Test different stroke widths. f. Test with different arrowheads. 2. Also, test arcs that are more circle like than arc-like. - [x] Unit Tests - [ ] End to end tests ### Release Notes - Adds ability to change label position on arrows. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com> Co-authored-by: alex <alex@dytry.ch>
2024-01-24 10:19:20 +00:00
// @public
export function counterClockwiseAngleDist(a0: number, a1: number): number;
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
2023-06-05 14:11:07 +00:00
// @public
export function createSessionStateSnapshotSignal(store: TLStore): Signal<null | TLSessionStateSnapshot>;
// @public
export function createTLStore({ initialData, defaultName, ...rest }: TLStoreOptions): TLStore;
// @public (undocumented)
export function createTLUser(opts?: {
derivePresenceState?: ((store: TLStore) => Signal<null | TLInstancePresence>) | undefined;
userPreferences?: Signal<TLUserPreferences, unknown> | undefined;
setUserPreferences?: ((userPreferences: TLUserPreferences) => void) | undefined;
}): TLUser;
`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
// @public (undocumented)
export class CubicBezier2d extends Polyline2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
start: Vec;
cp1: Vec;
cp2: Vec;
end: Vec;
`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
});
// (undocumented)
a: Vec;
`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
// (undocumented)
b: Vec;
`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
// (undocumented)
c: Vec;
`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
// (undocumented)
d: Vec;
`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
// (undocumented)
getVertices(): Vec[];
`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
// (undocumented)
midPoint(): Vec;
`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
// (undocumented)
nearestPoint(A: Vec): Vec;
`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
}
// @public (undocumented)
export class CubicSpline2d extends Geometry2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
points: Vec[];
`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
});
// (undocumented)
getVertices(): Vec[];
`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
// (undocumented)
hitTestLineSegment(A: Vec, B: Vec): boolean;
`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
// (undocumented)
get length(): number;
// (undocumented)
_length?: number;
// (undocumented)
nearestPoint(A: Vec): Vec;
`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
// (undocumented)
points: Vec[];
`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
// (undocumented)
get segments(): CubicBezier2d[];
// (undocumented)
_segments?: CubicBezier2d[];
}
// @public (undocumented)
export function dataUrlToFile(url: string, filename: string, mimeType: string): Promise<File>;
// @internal (undocumented)
export type DebugFlag<T> = DebugFlagDef<T> & Atom<T>;
// @internal (undocumented)
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
export const debugFlags: Record<string, DebugFlag<boolean>>;
// @internal (undocumented)
export const DEFAULT_ANIMATION_OPTIONS: {
duration: number;
easing: (t: number) => number;
};
`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
// @public (undocumented)
export function DefaultBackground(): JSX_2.Element;
`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
// @public (undocumented)
export const DefaultBrush: ({ brush, color, opacity, className }: TLBrushProps) => JSX_2.Element;
`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
// @public (undocumented)
export function DefaultCanvas({ className }: TLCanvasComponentProps): JSX_2.Element;
`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
// @public (undocumented)
export function DefaultCollaboratorHint({ className, zoom, point, color, viewport, opacity, }: TLCollaboratorHintProps): JSX_2.Element;
// @public (undocumented)
export const DefaultCursor: NamedExoticComponent<TLCursorProps>;
`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
// @public (undocumented)
export const DefaultErrorFallback: TLErrorFallbackComponent;
`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
// @public (undocumented)
export function DefaultGrid({ x, y, z, size }: TLGridProps): JSX_2.Element;
`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
// @public (undocumented)
export function DefaultHandle({ handle, isCoarse, className, zoom }: TLHandleProps): JSX_2.Element;
`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
// @public (undocumented)
export const DefaultHandles: ({ children }: TLHandlesProps) => JSX_2.Element;
`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
// @public (undocumented)
export function DefaultScribble({ scribble, zoom, color, opacity, className }: TLScribbleProps): JSX_2.Element | null;
`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
// @public (undocumented)
export function DefaultSelectionBackground({ bounds, rotation }: TLSelectionBackgroundProps): JSX_2.Element;
`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
// @public (undocumented)
export function DefaultSelectionForeground({ bounds, rotation }: TLSelectionForegroundProps): JSX_2.Element;
`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
// @public (undocumented)
export const DefaultShapeIndicator: NamedExoticComponent<TLShapeIndicatorProps>;
`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
// @public (undocumented)
export function DefaultSnapIndicator({ className, line, zoom }: TLSnapIndicatorProps): JSX_2.Element;
// @public (undocumented)
export function DefaultSpinner(): JSX_2.Element;
`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
// @public (undocumented)
export const DefaultSvgDefs: () => null;
// @public (undocumented)
export const defaultUserPreferences: Readonly<{
name: "New User";
locale: "ar" | "ca" | "cs" | "da" | "de" | "en" | "es" | "fa" | "fi" | "fr" | "gl" | "he" | "hi-in" | "hr" | "hu" | "it" | "ja" | "ko-kr" | "ku" | "my" | "ne" | "no" | "pl" | "pt-br" | "pt-pt" | "ro" | "ru" | "sl" | "sv" | "te" | "th" | "tr" | "uk" | "vi" | "zh-cn" | "zh-tw";
color: "#02B1CC" | "#11B3A3" | "#39B178" | "#55B467" | "#7B66DC" | "#9D5BD2" | "#BD54C6" | "#E34BA9" | "#EC5E41" | "#F04F88" | "#F2555A" | "#FF802B";
isDarkMode: false;
edgeScrollSpeed: 1;
animationSpeed: 0 | 1;
isSnapMode: false;
isWrapMode: 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
// @public
export function degreesToRadians(d: number): number;
// @internal (undocumented)
export const DOUBLE_CLICK_DURATION = 450;
// @internal (undocumented)
export const DRAG_DISTANCE = 16;
// @public (undocumented)
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
export const EASINGS: {
readonly linear: (t: number) => number;
readonly easeInQuad: (t: number) => number;
readonly easeOutQuad: (t: number) => number;
readonly easeInOutQuad: (t: number) => number;
readonly easeInCubic: (t: number) => number;
readonly easeOutCubic: (t: number) => number;
readonly easeInOutCubic: (t: number) => number;
readonly easeInQuart: (t: number) => number;
readonly easeOutQuart: (t: number) => number;
readonly easeInOutQuart: (t: number) => number;
readonly easeInQuint: (t: number) => number;
readonly easeOutQuint: (t: number) => number;
readonly easeInOutQuint: (t: number) => number;
readonly easeInSine: (t: number) => number;
readonly easeOutSine: (t: number) => number;
readonly easeInOutSine: (t: number) => number;
readonly easeInExpo: (t: number) => number;
readonly easeOutExpo: (t: number) => number;
readonly easeInOutExpo: (t: number) => number;
};
`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
// @public (undocumented)
export class Edge2d extends Geometry2d {
constructor(config: {
start: Vec;
end: Vec;
`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
});
// (undocumented)
d: Vec;
`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
// (undocumented)
end: Vec;
`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
// (undocumented)
getVertices(): Vec[];
`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
// (undocumented)
hitTestLineSegment(A: Vec, B: Vec, distance?: number): boolean;
`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
// (undocumented)
get length(): number;
// (undocumented)
_length?: number;
`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
// (undocumented)
midPoint(): Vec;
`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
// (undocumented)
nearestPoint(point: Vec): Vec;
`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
// (undocumented)
start: Vec;
`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
// (undocumented)
u: Vec;
// (undocumented)
ul: number;
`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
}
// @public (undocumented)
export class Editor extends EventEmitter<TLEventMap> {
constructor({ store, user, shapeUtils, tools, getContainer, initialState, inferDarkMode, }: TLEditorOptions);
addOpenMenu(id: string): this;
[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
alignShapes(shapes: TLShape[] | TLShapeId[], operation: 'bottom' | 'center-horizontal' | 'center-vertical' | 'left' | 'right' | 'top'): this;
animateShape(partial: null | TLShapePartial | undefined, animationOptions?: TLAnimationOptions): this;
animateShapes(partials: (null | TLShapePartial | undefined)[], animationOptions?: Partial<{
`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
duration: number;
easing: (t: number) => number;
`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;
animateToShape(shapeId: TLShapeId, opts?: TLAnimationOptions): this;
animateToUser(userId: string): this;
2023-04-25 11:01:25 +00:00
// @internal (undocumented)
annotateError(error: unknown, { origin, willCrashApp, tags, extras, }: {
origin: string;
willCrashApp: boolean;
tags?: Record<string, boolean | number | string>;
extras?: Record<string, unknown>;
}): this;
2023-04-25 11:01:25 +00:00
bail(): this;
bailToMark(id: string): this;
batch(fn: () => void): this;
[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
bringForward(shapes: TLShape[] | TLShapeId[]): this;
bringToFront(shapes: TLShape[] | TLShapeId[]): this;
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cancel(): this;
cancelDoubleClick(): void;
// @internal (undocumented)
capturedPointerId: null | number;
centerOnPoint(point: VecLike, animation?: TLAnimationOptions): this;
clearOpenMenus(): this;
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// @internal
protected _clickManager: ClickManager;
complete(): this;
// @internal (undocumented)
crash(error: unknown): this;
createAssets(assets: TLAsset[]): this;
2023-04-25 11:01:25 +00:00
// @internal (undocumented)
createErrorAnnotations(origin: string, willCrashApp: 'unknown' | boolean): {
tags: {
origin: string;
willCrashApp: 'unknown' | boolean;
};
extras: {
activeStateNode?: string;
selectedShapes?: TLUnknownShape[];
editingShape?: TLUnknownShape;
inputs?: Record<string, unknown>;
};
};
createPage(page: Partial<TLPage>): this;
createShape<T extends TLUnknownShape>(shape: OptionalKeys<TLShapePartial<T>, 'id'>): this;
createShapes<T extends TLUnknownShape>(shapes: OptionalKeys<TLShapePartial<T>, 'id'>[]): this;
[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
deleteAssets(assets: TLAsset[] | TLAssetId[]): this;
deleteOpenMenu(id: string): this;
[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
deletePage(page: TLPage | TLPageId): this;
`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
deleteShape(id: TLShapeId): this;
// (undocumented)
deleteShape(shape: TLShape): this;
deleteShapes(ids: TLShapeId[]): this;
// (undocumented)
deleteShapes(shapes: TLShape[]): this;
[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
deselect(...shapes: TLShape[] | TLShapeId[]): this;
dispatch: (info: TLEventInfo) => this;
2023-04-25 11:01:25 +00:00
readonly disposables: Set<() => void>;
dispose(): void;
[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
distributeShapes(shapes: TLShape[] | TLShapeId[], operation: 'horizontal' | 'vertical'): this;
duplicatePage(page: TLPage | TLPageId, createId?: TLPageId): this;
duplicateShapes(shapes: TLShape[] | TLShapeId[], offset?: VecLike): this;
readonly environment: EnvironmentManager;
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
// @internal (undocumented)
externalAssetContentHandlers: {
[K in TLExternalAssetContent['type']]: {
[Key in K]: ((info: TLExternalAssetContent & {
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
type: Key;
}) => Promise<TLAsset | undefined>) | null;
}[K];
};
// @internal (undocumented)
externalContentHandlers: {
[K in TLExternalContent['type']]: {
[Key in K]: ((info: TLExternalContent & {
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
type: Key;
}) => void) | null;
}[K];
};
[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
findCommonAncestor(shapes: TLShape[] | TLShapeId[], predicate?: (shape: TLShape) => boolean): TLShapeId | undefined;
findShapeAncestor(shape: TLShape | TLShapeId, predicate: (parent: TLShape) => boolean): TLShape | undefined;
flipShapes(shapes: TLShape[] | TLShapeId[], operation: 'horizontal' | 'vertical'): this;
getAncestorPageId(shape?: TLShape | TLShapeId): TLPageId | undefined;
getArrowInfo(shape: TLArrowShape | TLShapeId): TLArrowInfo | undefined;
2023-04-25 11:01:25 +00:00
getArrowsBoundTo(shapeId: TLShapeId): {
arrowId: TLShapeId;
handleId: "end" | "start";
}[];
[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
getAsset(asset: TLAsset | TLAssetId): TLAsset | undefined;
getAssetForExternalContent(info: TLExternalAssetContent): Promise<TLAsset | undefined>;
getAssets(): (TLBookmarkAsset | TLImageAsset | TLVideoAsset)[];
getCamera(): TLCamera;
getCameraState(): "idle" | "moving";
getCanRedo(): boolean;
getCanUndo(): boolean;
2023-04-25 11:01:25 +00:00
getContainer: () => HTMLElement;
[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
getContentFromCurrentPage(shapes: TLShape[] | TLShapeId[]): TLContent | undefined;
// @internal
getCrashingError(): unknown;
getCroppingShapeId(): null | TLShapeId;
Perf: Incremental culled shapes calculation. (#3411) Reworks our culling logic: - No longer show the gray rectangles for culled shapes. - Don't use `renderingBoundExpanded`, instead we now use `viewportPageBounds`. I've removed `renderingBoundsExpanded`, but we might want to deprecate it? - There's now a incremental computation of non visible shapes, which are shapes outside of `viewportPageBounds` and shapes that outside of their parents' clipping bounds. - There's also a new `getCulledShapes` function in `Editor`, which uses the non visible shapes computation as a part of the culled shape computation. - Also moved some of the `getRenderingShapes` tests to newly created `getCullingShapes` tests. Feels much better on my old, 2017 ipad (first tab is this PR, second is current prod, third is staging). https://github.com/tldraw/tldraw/assets/2523721/327a7313-9273-4350-89a0-617a30fc01a2 ### 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 - [ ] `feature` — New feature - [x] `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. Regular culling shapes tests. Pan / zoom around. Use minimap. Change pages. - [x] Unit Tests - [ ] End to end tests --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2024-04-10 10:29:11 +00:00
getCulledShapes(): Set<TLShapeId>;
getCurrentPage(): TLPage;
getCurrentPageBounds(): Box | undefined;
getCurrentPageId(): TLPageId;
getCurrentPageRenderingShapesSorted(): TLShape[];
getCurrentPageShapeIds(): Set<TLShapeId>;
getCurrentPageShapes(): TLShape[];
getCurrentPageShapesSorted(): TLShape[];
getCurrentPageState(): TLInstancePageState;
getCurrentTool(): StateNode;
getCurrentToolId(): string;
getDocumentSettings(): TLDocument;
getDroppingOverShape(point: VecLike, droppingShapes?: TLShape[]): TLUnknownShape | undefined;
getEditingShape(): TLShape | undefined;
getEditingShapeId(): null | TLShapeId;
getErasingShapeIds(): TLShapeId[];
getErasingShapes(): NonNullable<TLShape | undefined>[];
getFocusedGroup(): TLShape | undefined;
getFocusedGroupId(): TLPageId | TLShapeId;
getHighestIndexForParent(parent: TLPage | TLParentId | TLShape): IndexKey;
getHintingShape(): NonNullable<TLShape | undefined>[];
getHintingShapeIds(): TLShapeId[];
getHoveredShape(): TLShape | undefined;
getHoveredShapeId(): null | TLShapeId;
getInitialMetaForShape(_shape: TLShape): JsonObject;
getInstanceState(): TLInstance;
getIsMenuOpen(): boolean;
getOnlySelectedShape(): null | TLShape;
getOpenMenus(): string[];
[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
getOutermostSelectableShape(shape: TLShape | TLShapeId, filter?: (shape: TLShape) => boolean): TLShape;
getPage(page: TLPage | TLPageId): TLPage | undefined;
getPages(): TLPage[];
[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
getPageShapeIds(page: TLPage | TLPageId): Set<TLShapeId>;
getPageStates(): TLInstancePageState[];
getPath(): string;
getPointInParentSpace(shape: TLShape | TLShapeId, point: VecLike): Vec;
getPointInShapeSpace(shape: TLShape | TLShapeId, point: VecLike): Vec;
getRenderingBounds(): Box;
getRenderingShapes(): {
id: TLShapeId;
shape: TLShape;
util: ShapeUtil<TLUnknownShape>;
index: number;
backgroundIndex: number;
opacity: number;
}[];
`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
getSelectedShapeAtPoint(point: VecLike): TLShape | undefined;
getSelectedShapeIds(): TLShapeId[];
getSelectedShapes(): TLShape[];
getSelectionPageBounds(): Box | null;
getSelectionRotatedPageBounds(): Box | undefined;
getSelectionRotatedScreenBounds(): Box | undefined;
getSelectionRotation(): number;
[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
getShape<T extends TLShape = TLShape>(shape: TLParentId | TLShape): T | undefined;
getShapeAncestors(shape: TLShape | TLShapeId, acc?: TLShape[]): TLShape[];
getShapeAndDescendantIds(ids: TLShapeId[]): Set<TLShapeId>;
`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
getShapeAtPoint(point: VecLike, opts?: {
renderingOnly?: boolean | undefined;
`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
margin?: number | undefined;
[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
hitInside?: boolean | undefined;
hitLabels?: boolean | undefined;
`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
hitFrameInside?: boolean | undefined;
filter?: ((shape: TLShape) => boolean) | undefined;
}): TLShape | undefined;
[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
getShapeClipPath(shape: TLShape | TLShapeId): string | undefined;
getShapeGeometry<T extends Geometry2d>(shape: TLShape | TLShapeId): T;
getShapeHandles<T extends TLShape>(shape: T | T['id']): TLHandle[] | undefined;
getShapeLocalTransform(shape: TLShape | TLShapeId): Mat;
[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
getShapeMask(shape: TLShape | TLShapeId): undefined | VecLike[];
getShapeMaskedPageBounds(shape: TLShape | TLShapeId): Box | undefined;
getShapePageBounds(shape: TLShape | TLShapeId): Box | undefined;
getShapePageTransform(shape: TLShape | TLShapeId): Mat;
[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
getShapeParent(shape?: TLShape | TLShapeId): TLShape | undefined;
getShapeParentTransform(shape: TLShape | TLShapeId): Mat;
`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
getShapesAtPoint(point: VecLike, opts?: {
margin?: number | undefined;
hitInside?: boolean | undefined;
}): TLShape[];
// (undocumented)
getShapeStyleIfExists<T>(shape: TLShape, style: StyleProp<T>): T | undefined;
getShapeUtil<S extends TLUnknownShape>(shape: S | TLShapePartial<S>): ShapeUtil<S>;
[refactor] reduce dependencies on shape utils in editor (#1693) We'd like to make the @tldraw/editor layer more independent of specific shapes. Unfortunately there are many places where shape types and certain shape behavior is deeply embedded in the Editor. This PR begins to refactor out dependencies between the editor library and shape utils. It does this in two ways: - removing shape utils from the arguments of `isShapeOfType`, replacing with a generic - removing shape utils from the arguments of `getShapeUtil`, replacing with a generic - moving custom arrow info cache out of the util and into the editor class - changing the a tool's `shapeType` to be a string instead of a shape util We're here trading type safety based on inferred types—"hey editor, give me your instance of this shape util class"—for knowledge at the point of call—"hey editor, give me a shape util class of this type; and trust me it'll be an instance this shape util class". Likewise for shapes. ### A note on style We haven't really established our conventions or style when it comes to types, but I'm increasingly of the opinion that we should defer to the point of call to narrow a type based on generics (keeping the types in typescript land) rather than using arguments, which blur into JavaScript land. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests ### Release Notes - removes shape utils from the arguments of `isShapeOfType`, replacing with a generic - removes shape utils from the arguments of `getShapeUtil`, replacing with a generic - moves custom arrow info cache out of the util and into the editor class - changes the a tool's `shapeType` to be a string instead of a shape util
2023-07-07 13:56:31 +00:00
// (undocumented)
getShapeUtil<S extends TLUnknownShape>(type: S['type']): ShapeUtil<S>;
// (undocumented)
getShapeUtil<T extends ShapeUtil>(type: T extends ShapeUtil<infer R> ? R['type'] : string): T;
getSharedOpacity(): SharedStyle<number>;
getSharedStyles(): ReadonlySharedStyleMap;
[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
getSortedChildIdsForParent(parent: TLPage | TLParentId | TLShape): TLShapeId[];
getStateDescendant<T extends StateNode>(path: string): T | undefined;
getStyleForNextShape<T>(style: StyleProp<T>): T;
React-powered SVG exports (#3117) ## Migration path 1. If any of your shapes implement `toSvg` for exports, you'll need to replace your implementation with a new version that returns JSX (it's a react component) instead of manually constructing SVG DOM nodes 2. `editor.getSvg` is deprecated. It still works, but will be going away in a future release. If you still need SVGs as DOM elements rather than strings, use `new DOMParser().parseFromString(svgString, 'image/svg+xml').firstElementChild` ## The change in detail At the moment, our SVG exports very carefully try to recreate the visuals of our shapes by manually constructing SVG DOM nodes. On its own this is really painful, but it also results in a lot of duplicated logic between the `component` and `getSvg` methods of shape utils. In #3020, we looked at using string concatenation & DOMParser to make this a bit less painful. This works, but requires specifying namespaces everywhere, is still pretty painful (no syntax highlighting or formatting), and still results in all that duplicated logic. I briefly experimented with creating my own version of the javascript language that let you embed XML like syntax directly. I was going to call it EXTREME JAVASCRIPT or XJS for short, but then I noticed that we already wrote the whole of tldraw in this thing called react and a (imo much worse named) version of the javascript xml thing already existed. Given the entire library already depends on react, what would it look like if we just used react directly for these exports? Turns out things get a lot simpler! Take a look at lmk what you think This diff was intended as a proof of concept, but is actually pretty close to being landable. The main thing is that here, I've deliberately leant into this being a big breaking change to see just how much code we could delete (turns out: lots). We could if we wanted to make this without making it a breaking change at all, but it would add back a lot of complexity on our side and run a fair bit slower --------- Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
2024-03-25 14:16:55 +00:00
// @deprecated (undocumented)
getSvg(shapes: TLShape[] | TLShapeId[], opts?: Partial<TLSvgOptions>): Promise<SVGSVGElement | undefined>;
getSvgElement(shapes: TLShape[] | TLShapeId[], opts?: Partial<TLSvgOptions>): Promise<{
svg: SVGSVGElement;
width: number;
height: number;
} | undefined>;
React-powered SVG exports (#3117) ## Migration path 1. If any of your shapes implement `toSvg` for exports, you'll need to replace your implementation with a new version that returns JSX (it's a react component) instead of manually constructing SVG DOM nodes 2. `editor.getSvg` is deprecated. It still works, but will be going away in a future release. If you still need SVGs as DOM elements rather than strings, use `new DOMParser().parseFromString(svgString, 'image/svg+xml').firstElementChild` ## The change in detail At the moment, our SVG exports very carefully try to recreate the visuals of our shapes by manually constructing SVG DOM nodes. On its own this is really painful, but it also results in a lot of duplicated logic between the `component` and `getSvg` methods of shape utils. In #3020, we looked at using string concatenation & DOMParser to make this a bit less painful. This works, but requires specifying namespaces everywhere, is still pretty painful (no syntax highlighting or formatting), and still results in all that duplicated logic. I briefly experimented with creating my own version of the javascript language that let you embed XML like syntax directly. I was going to call it EXTREME JAVASCRIPT or XJS for short, but then I noticed that we already wrote the whole of tldraw in this thing called react and a (imo much worse named) version of the javascript xml thing already existed. Given the entire library already depends on react, what would it look like if we just used react directly for these exports? Turns out things get a lot simpler! Take a look at lmk what you think This diff was intended as a proof of concept, but is actually pretty close to being landable. The main thing is that here, I've deliberately leant into this being a big breaking change to see just how much code we could delete (turns out: lots). We could if we wanted to make this without making it a breaking change at all, but it would add back a lot of complexity on our side and run a fair bit slower --------- Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
2024-03-25 14:16:55 +00:00
getSvgString(shapes: TLShape[] | TLShapeId[], opts?: Partial<TLSvgOptions>): Promise<{
svg: string;
width: number;
height: number;
} | undefined>;
// @internal (undocumented)
getUnorderedRenderingShapes(useEditorState: boolean): {
id: TLShapeId;
shape: TLShape;
util: ShapeUtil;
index: number;
backgroundIndex: number;
opacity: number;
}[];
getViewportPageBounds(): Box;
getViewportPageCenter(): Vec;
getViewportScreenBounds(): Box;
getViewportScreenCenter(): Vec;
getZoomLevel(): number;
[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
groupShapes(shapes: TLShape[] | TLShapeId[], groupId?: TLShapeId): this;
hasAncestor(shape: TLShape | TLShapeId | undefined, ancestorId: TLShapeId): boolean;
2023-04-25 11:01:25 +00:00
readonly history: HistoryManager<this>;
inputs: {
originPagePoint: Vec;
originScreenPoint: Vec;
previousPagePoint: Vec;
previousScreenPoint: Vec;
currentPagePoint: Vec;
currentScreenPoint: Vec;
2023-04-25 11:01:25 +00:00
keys: Set<string>;
buttons: Set<number>;
isPen: boolean;
shiftKey: boolean;
ctrlKey: boolean;
altKey: boolean;
isDragging: boolean;
isPointing: boolean;
isPinching: boolean;
isEditing: boolean;
isPanning: boolean;
pointerVelocity: Vec;
2023-04-25 11:01:25 +00:00
};
interrupt(): this;
[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
isAncestorSelected(shape: TLShape | TLShapeId): boolean;
2023-04-25 11:01:25 +00:00
isIn(path: string): boolean;
isInAny(...paths: string[]): boolean;
[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
isPointInShape(shape: TLShape | TLShapeId, point: VecLike, opts?: {
margin?: number | undefined;
hitInside?: boolean | undefined;
`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
}): boolean;
[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
isShapeInPage(shape: TLShape | TLShapeId, pageId?: TLPageId): boolean;
[refactor] reduce dependencies on shape utils in editor (#1693) We'd like to make the @tldraw/editor layer more independent of specific shapes. Unfortunately there are many places where shape types and certain shape behavior is deeply embedded in the Editor. This PR begins to refactor out dependencies between the editor library and shape utils. It does this in two ways: - removing shape utils from the arguments of `isShapeOfType`, replacing with a generic - removing shape utils from the arguments of `getShapeUtil`, replacing with a generic - moving custom arrow info cache out of the util and into the editor class - changing the a tool's `shapeType` to be a string instead of a shape util We're here trading type safety based on inferred types—"hey editor, give me your instance of this shape util class"—for knowledge at the point of call—"hey editor, give me a shape util class of this type; and trust me it'll be an instance this shape util class". Likewise for shapes. ### A note on style We haven't really established our conventions or style when it comes to types, but I'm increasingly of the opinion that we should defer to the point of call to narrow a type based on generics (keeping the types in typescript land) rather than using arguments, which blur into JavaScript land. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests ### Release Notes - removes shape utils from the arguments of `isShapeOfType`, replacing with a generic - removes shape utils from the arguments of `getShapeUtil`, replacing with a generic - moves custom arrow info cache out of the util and into the editor class - changes the a tool's `shapeType` to be a string instead of a shape util
2023-07-07 13:56:31 +00:00
isShapeOfType<T extends TLUnknownShape>(shape: TLUnknownShape, type: T['type']): shape is T;
`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
// (undocumented)
isShapeOfType<T extends TLUnknownShape>(shapeId: TLUnknownShape['id'], type: T['type']): shapeId is T['id'];
isShapeOrAncestorLocked(shape?: TLShape): boolean;
`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
// (undocumented)
isShapeOrAncestorLocked(id?: TLShapeId): boolean;
mark(markId?: string, onUndo?: boolean, onRedo?: boolean): this;
[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
moveShapesToPage(shapes: TLShape[] | TLShapeId[], pageId: TLPageId): this;
nudgeShapes(shapes: TLShape[] | TLShapeId[], offset: VecLike, historyOptions?: TLCommandHistoryOptions): this;
packShapes(shapes: TLShape[] | TLShapeId[], gap: number): this;
pageToScreen(point: VecLike): {
2023-04-25 11:01:25 +00:00
x: number;
y: number;
z: number;
};
pageToViewport(point: VecLike): {
x: number;
y: number;
z: number;
};
pan(offset: VecLike, animation?: TLAnimationOptions): this;
panZoomIntoView(ids: TLShapeId[], animation?: TLAnimationOptions): this;
popFocusedGroupId(): this;
putContentOntoCurrentPage(content: TLContent, options?: {
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point?: VecLike;
select?: boolean;
preservePosition?: boolean;
preserveIds?: boolean;
}): this;
putExternalContent(info: TLExternalContent): Promise<void>;
2023-04-25 11:01:25 +00:00
redo(): this;
registerExternalAssetHandler<T extends TLExternalAssetContent['type']>(type: T, handler: ((info: TLExternalAssetContent & {
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
type: T;
}) => Promise<TLAsset>) | null): this;
registerExternalContentHandler<T extends TLExternalContent['type']>(type: T, handler: ((info: T extends TLExternalContent['type'] ? TLExternalContent & {
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
type: T;
} : TLExternalContent) => void) | null): this;
[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
renamePage(page: TLPage | TLPageId, name: string, historyOptions?: TLCommandHistoryOptions): this;
renderingBoundsMargin: number;
reparentShapes(shapes: TLShape[] | TLShapeId[], parentId: TLParentId, insertIndex?: IndexKey): this;
resetZoom(point?: Vec, animation?: TLAnimationOptions): this;
[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
resizeShape(shape: TLShape | TLShapeId, scale: VecLike, options?: TLResizeShapeOptions): this;
2023-04-25 11:01:25 +00:00
readonly root: RootState;
[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
rotateShapesBy(shapes: TLShape[] | TLShapeId[], delta: number): this;
screenToPage(point: VecLike): {
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x: number;
y: number;
z: number;
};
readonly scribbles: ScribbleManager;
[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
select(...shapes: TLShape[] | TLShapeId[]): this;
2023-04-25 11:01:25 +00:00
selectAll(): this;
selectNone(): this;
[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
sendBackward(shapes: TLShape[] | TLShapeId[]): this;
sendToBack(shapes: TLShape[] | TLShapeId[]): this;
setCamera(point: VecLike, animation?: TLAnimationOptions): this;
[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
setCroppingShape(shape: null | TLShape | TLShapeId): this;
setCurrentPage(page: TLPage | TLPageId, historyOptions?: TLCommandHistoryOptions): this;
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
setCurrentTool(id: string, info?: {}): this;
setCursor: (cursor: Partial<TLCursor>) => this;
[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
setEditingShape(shape: null | TLShape | TLShapeId): this;
setErasingShapes(shapes: TLShape[] | TLShapeId[]): this;
setFocusedGroup(shape: null | TLGroupShape | TLShapeId): this;
setHintingShapes(shapes: TLShape[] | TLShapeId[]): this;
setHoveredShape(shape: null | TLShape | TLShapeId): this;
setOpacityForNextShapes(opacity: number, historyOptions?: TLCommandHistoryOptions): this;
setOpacityForSelectedShapes(opacity: number, historyOptions?: TLCommandHistoryOptions): this;
[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
setSelectedShapes(shapes: TLShape[] | TLShapeId[], historyOptions?: TLCommandHistoryOptions): this;
setStyleForNextShapes<T>(style: StyleProp<T>, value: T, historyOptions?: TLCommandHistoryOptions): this;
Faster validations + record reference stability at the same time (#2848) This PR adds a validation mode whereby previous known-to-be-valid values can be used to speed up the validation process itself. At the same time it enables us to do fine-grained equality checking on records much more quickly than by using something like lodash isEqual, and using that we can prevent triggering effects for record updates that don't actually alter any values in the store. Here's some preliminary perf testing of average time spent in `store.put()` during some common interactions | task | before (ms) | after (ms) | | ---- | ---- | ---- | | drawing lines | 0.0403 | 0.0214 | | drawing boxes | 0.0408 | 0.0348 | | translating lines | 0.0352 | 0.0042 | | translating boxes | 0.0051 | 0.0032 | | rotating lines | 0.0312 | 0.0065 | | rotating boxes | 0.0053 | 0.0035 | | brush selecting boxes | 0.0200 | 0.0232 | | traversal with shapes | 0.0130 | 0.0108 | | traversal without shapes | 0.0201 | 0.0173 | **traversal** means moving the camera and pointer around the canvas #### Discussion At the scale of hundredths of a millisecond these .put operations are so fast that even if they became literally instantaneous the change would not be human perceptible. That said, there is an overall marked improvement here. Especially for dealing with draw shapes. These figures are also mostly in line with expectations, aside from a couple of things: - I don't understand why the `brush selecting boxes` task got slower after the change. - I don't understand why the `traversal` tasks are slower than the `translating boxes` task, both before and after. I would expect that .putting shape records would be much slower than .putting pointer/camera records (since the latter have fewer and simpler properties) ### Change Type - [x] `patch` — Bug fix ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Add a brief release note for your PR here.
2024-02-20 12:35:25 +00:00
setStyleForSelectedShapes<S extends StyleProp<any>>(style: S, value: StylePropValue<S>, historyOptions?: TLCommandHistoryOptions): this;
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shapeUtils: {
readonly [K in string]?: ShapeUtil<TLUnknownShape>;
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};
readonly sideEffects: SideEffectManager<this>;
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slideCamera(opts?: {
speed: number;
`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
direction: VecLike;
2023-04-25 11:01:25 +00:00
friction: number;
speedThreshold?: number | undefined;
}): this;
2023-04-25 11:01:25 +00:00
readonly snaps: SnapManager;
[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
stackShapes(shapes: TLShape[] | TLShapeId[], operation: 'horizontal' | 'vertical', gap: number): this;
startFollowingUser(userId: string): this;
2023-04-25 11:01:25 +00:00
stopCameraAnimation(): this;
stopFollowingUser(): this;
2023-04-25 11:01:25 +00:00
readonly store: TLStore;
[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
stretchShapes(shapes: TLShape[] | TLShapeId[], operation: 'horizontal' | 'vertical'): this;
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
// (undocumented)
styleProps: {
Faster validations + record reference stability at the same time (#2848) This PR adds a validation mode whereby previous known-to-be-valid values can be used to speed up the validation process itself. At the same time it enables us to do fine-grained equality checking on records much more quickly than by using something like lodash isEqual, and using that we can prevent triggering effects for record updates that don't actually alter any values in the store. Here's some preliminary perf testing of average time spent in `store.put()` during some common interactions | task | before (ms) | after (ms) | | ---- | ---- | ---- | | drawing lines | 0.0403 | 0.0214 | | drawing boxes | 0.0408 | 0.0348 | | translating lines | 0.0352 | 0.0042 | | translating boxes | 0.0051 | 0.0032 | | rotating lines | 0.0312 | 0.0065 | | rotating boxes | 0.0053 | 0.0035 | | brush selecting boxes | 0.0200 | 0.0232 | | traversal with shapes | 0.0130 | 0.0108 | | traversal without shapes | 0.0201 | 0.0173 | **traversal** means moving the camera and pointer around the canvas #### Discussion At the scale of hundredths of a millisecond these .put operations are so fast that even if they became literally instantaneous the change would not be human perceptible. That said, there is an overall marked improvement here. Especially for dealing with draw shapes. These figures are also mostly in line with expectations, aside from a couple of things: - I don't understand why the `brush selecting boxes` task got slower after the change. - I don't understand why the `traversal` tasks are slower than the `translating boxes` task, both before and after. I would expect that .putting shape records would be much slower than .putting pointer/camera records (since the latter have fewer and simpler properties) ### Change Type - [x] `patch` — Bug fix ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Add a brief release note for your PR here.
2024-02-20 12:35:25 +00:00
[key: string]: Map<StyleProp<any>, string>;
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
};
`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
readonly textMeasure: TextManager;
[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
toggleLock(shapes: TLShape[] | TLShapeId[]): this;
undo(): this;
`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
ungroupShapes(ids: TLShapeId[]): this;
// (undocumented)
ungroupShapes(ids: TLShape[]): this;
updateAssets(assets: TLAssetPartial[]): this;
updateCurrentPageState(partial: Partial<Omit<TLInstancePageState, 'editingShapeId' | 'focusedGroupId' | 'pageId' | 'selectedShapeIds'>>, historyOptions?: TLCommandHistoryOptions): this;
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
updateDocumentSettings(settings: Partial<TLDocument>): this;
updateInstanceState(partial: Partial<Omit<TLInstance, 'currentPageId'>>, historyOptions?: TLCommandHistoryOptions): this;
updatePage(partial: RequiredKeys<TLPage, 'id'>, historyOptions?: TLCommandHistoryOptions): this;
// @internal
updateRenderingBounds(): this;
updateShape<T extends TLUnknownShape>(partial: null | TLShapePartial<T> | undefined, historyOptions?: TLCommandHistoryOptions): this;
updateShapes<T extends TLUnknownShape>(partials: (null | TLShapePartial<T> | undefined)[], historyOptions?: TLCommandHistoryOptions): this;
updateViewportScreenBounds(screenBounds: Box, center?: boolean): this;
readonly user: UserPreferencesManager;
[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
visitDescendants(parent: TLPage | TLParentId | TLShape, visitor: (id: TLShapeId) => false | void): this;
zoomIn(point?: Vec, animation?: TLAnimationOptions): this;
zoomOut(point?: Vec, animation?: TLAnimationOptions): this;
Add component for viewing an image of a snapshot (#2804) This PR adds the `TldrawImage` component that displays a tldraw snapshot as an SVG image. ![2024-02-15 at 12 29 52 - Coral Cod](https://github.com/tldraw/tldraw/assets/15892272/14140e9e-7d6d-4dd3-88a3-86a6786325c5) ## Why We've seen requests for this kind of thing from users. eg: GitBook, and on discord: <img width="710" alt="image" src="https://github.com/tldraw/tldraw/assets/15892272/3d3a3e9d-66b9-42e7-81de-a70aa7165bdc"> The component provides a way to do that. This PR also untangles various bits of editor state from image exporting, which makes it easier for library users to export images more agnostically. (ie: they can now export any shapes on any page in any theme. previously, they had to change the user's state to do that). ## What else - This PR also adds an **Image snapshot** example to demonstrate the new component. - We now pass an `isDarkMode` property to the `toSvg` method (inside the `ctx` argument). This means that `toSvg` doesn't have to rely on editor state anymore. I updated all our `toSvg` methods to use it. - See code comments for more info. ## Any issues? When you toggle to editing mode in the new example, text measurements are initially wrong (until you edit the size of a text shape). Click on the text shape to see how its indicator is wrong. Not sure why this is, or if it's even related. Does it ring a bell with anyone? If not, I'll take a closer look. (fixed, see comments --steve) ## Future work Now that we've untangled image exporting from editor state, we could expose some more helpful helpers for making this easier. Fixes tld-2122 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. Open the **Image snapshot** example. 2. Try editing the image, saving the image, and making sure the image updates. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Dev: Added the `TldrawImage` component. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2024-02-16 13:54:48 +00:00
zoomToBounds(bounds: Box, opts?: {
targetZoom?: number;
inset?: number;
} & TLAnimationOptions): this;
zoomToContent(opts?: TLAnimationOptions): this;
zoomToFit(animation?: TLAnimationOptions): this;
zoomToSelection(animation?: TLAnimationOptions): this;
2023-04-25 11:01:25 +00:00
}
Add component for viewing an image of a snapshot (#2804) This PR adds the `TldrawImage` component that displays a tldraw snapshot as an SVG image. ![2024-02-15 at 12 29 52 - Coral Cod](https://github.com/tldraw/tldraw/assets/15892272/14140e9e-7d6d-4dd3-88a3-86a6786325c5) ## Why We've seen requests for this kind of thing from users. eg: GitBook, and on discord: <img width="710" alt="image" src="https://github.com/tldraw/tldraw/assets/15892272/3d3a3e9d-66b9-42e7-81de-a70aa7165bdc"> The component provides a way to do that. This PR also untangles various bits of editor state from image exporting, which makes it easier for library users to export images more agnostically. (ie: they can now export any shapes on any page in any theme. previously, they had to change the user's state to do that). ## What else - This PR also adds an **Image snapshot** example to demonstrate the new component. - We now pass an `isDarkMode` property to the `toSvg` method (inside the `ctx` argument). This means that `toSvg` doesn't have to rely on editor state anymore. I updated all our `toSvg` methods to use it. - See code comments for more info. ## Any issues? When you toggle to editing mode in the new example, text measurements are initially wrong (until you edit the size of a text shape). Click on the text shape to see how its indicator is wrong. Not sure why this is, or if it's even related. Does it ring a bell with anyone? If not, I'll take a closer look. (fixed, see comments --steve) ## Future work Now that we've untangled image exporting from editor state, we could expose some more helpful helpers for making this easier. Fixes tld-2122 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. Open the **Image snapshot** example. 2. Try editing the image, saving the image, and making sure the image updates. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Dev: Added the `TldrawImage` component. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2024-02-16 13:54:48 +00:00
// @internal (undocumented)
export const EditorContext: React_2.Context<Editor>;
`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
// @public (undocumented)
export class Ellipse2d extends Geometry2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed'> & {
width: number;
height: number;
});
// (undocumented)
config: Omit<Geometry2dOptions, 'isClosed'> & {
width: number;
height: number;
};
// (undocumented)
get edges(): Edge2d[];
// (undocumented)
_edges?: Edge2d[];
// (undocumented)
getBounds(): Box;
`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
// (undocumented)
getVertices(): any[];
// (undocumented)
h: number;
// (undocumented)
hitTestLineSegment(A: Vec, B: Vec): boolean;
`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
// (undocumented)
nearestPoint(A: Vec): Vec;
`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
// (undocumented)
w: number;
}
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
export { EMPTY_ARRAY }
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// @public (undocumented)
export class ErrorBoundary extends React_3.Component<React_3.PropsWithRef<React_3.PropsWithChildren<TLErrorBoundaryProps>>, TLErrorBoundaryState> {
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// (undocumented)
componentDidCatch(error: unknown): void;
// (undocumented)
static getDerivedStateFromError(error: Error): {
error: Error;
};
// (undocumented)
render(): boolean | JSX_2.Element | Iterable<React_3.ReactNode> | null | number | string | undefined;
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// (undocumented)
state: TLErrorBoundaryState;
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}
// @public (undocumented)
export function ErrorScreen({ children }: {
children: ReactNode;
}): JSX_2.Element;
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// @public (undocumented)
export const EVENT_NAME_MAP: Record<Exclude<TLEventName, TLPinchEventName>, keyof TLEventHandlers>;
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
2023-06-05 14:11:07 +00:00
// @internal (undocumented)
export function extractSessionStateFromLegacySnapshot(store: Record<string, UnknownRecord>): null | TLSessionStateSnapshot;
// @internal (undocumented)
export const featureFlags: Record<string, DebugFlag<boolean>>;
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
// @public (undocumented)
export type GapsSnapIndicator = {
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
id: string;
type: 'gaps';
direction: 'horizontal' | 'vertical';
gaps: Array<{
startEdge: [VecLike, VecLike];
endEdge: [VecLike, VecLike];
}>;
};
`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
// @public (undocumented)
export abstract class Geometry2d {
constructor(opts: Geometry2dOptions);
// (undocumented)
get area(): number;
// (undocumented)
get bounds(): Box;
`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
// (undocumented)
get center(): Vec;
`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
// (undocumented)
arrows: add ability to change label placement (#2557) This adds the ability to drag the label on an arrow to a different location within the line segment/arc. https://github.com/tldraw/tldraw/assets/469604/dbd2ee35-bebc-48d6-b8ee-fcf12ce91fa5 - A lot of the complexity lay in ensuring a fixed distance from the ends of the arrowheads. - I added a new type of handle `text-adjust` that makes the text box the very handle itself. - I added a `ARROW_HANDLES` enum - we should use more enums! - The bulk of the changes are in ArrowShapeUtil — check that out in particular obviously :) Along the way, I tried to improve a couple spots as I touched them: - added some more documentation to Vec.ts because some of the functions in there were obscure/new to me. (at least the naming, hah) - added `getPointOnCircle` which was being done in a couple places independently and refactored those places. ### Questions - the `getPointOnCircle` API changed. Is this considered breaking and/or should I leave the signature the same? Wasn't sure if it was a big deal or not. - I made `labelPosition` in the schema always but I guess it could have been optional? Lemme know if there's a preference. - Any feedback on tests? Happy to expand those if necessary. ### Change Type - [ ] `patch` — Bug fix - [x] `minor` — New feature - [ ] `major` — Breaking change - [ ] `dependencies` — Changes to package dependencies[^1] - [ ] `documentation` — Changes to the documentation only[^2] - [ ] `tests` — Changes to any test code only[^2] - [ ] `internal` — Any other changes that don't affect the published package[^2] - [ ] I don't know [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. For arrow in [straightArrow, curvedArrow] test the following: a. Label in the middle b. Label at both ends of the arrow c. Test arrows in different directions d. Rotating the endpoints and seeing that the label stays at the end of the arrow at a fixed width. e. Test different stroke widths. f. Test with different arrowheads. 2. Also, test arcs that are more circle like than arc-like. - [x] Unit Tests - [ ] End to end tests ### Release Notes - Adds ability to change label position on arrows. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com> Co-authored-by: alex <alex@dytry.ch>
2024-01-24 10:19:20 +00:00
debugColor?: string;
// (undocumented)
distanceToLineSegment(A: Vec, B: Vec): number;
`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
// (undocumented)
distanceToPoint(point: Vec, hitInside?: boolean): number;
`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
// (undocumented)
getArea(): number;
// (undocumented)
getBounds(): Box;
`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
// (undocumented)
abstract getVertices(): Vec[];
`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
// (undocumented)
hitTestLineSegment(A: Vec, B: Vec, distance?: number): boolean;
`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
// (undocumented)
hitTestPoint(point: Vec, margin?: number, hitInside?: boolean): boolean;
`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
// (undocumented)
arrows: add ability to change label placement (#2557) This adds the ability to drag the label on an arrow to a different location within the line segment/arc. https://github.com/tldraw/tldraw/assets/469604/dbd2ee35-bebc-48d6-b8ee-fcf12ce91fa5 - A lot of the complexity lay in ensuring a fixed distance from the ends of the arrowheads. - I added a new type of handle `text-adjust` that makes the text box the very handle itself. - I added a `ARROW_HANDLES` enum - we should use more enums! - The bulk of the changes are in ArrowShapeUtil — check that out in particular obviously :) Along the way, I tried to improve a couple spots as I touched them: - added some more documentation to Vec.ts because some of the functions in there were obscure/new to me. (at least the naming, hah) - added `getPointOnCircle` which was being done in a couple places independently and refactored those places. ### Questions - the `getPointOnCircle` API changed. Is this considered breaking and/or should I leave the signature the same? Wasn't sure if it was a big deal or not. - I made `labelPosition` in the schema always but I guess it could have been optional? Lemme know if there's a preference. - Any feedback on tests? Happy to expand those if necessary. ### Change Type - [ ] `patch` — Bug fix - [x] `minor` — New feature - [ ] `major` — Breaking change - [ ] `dependencies` — Changes to package dependencies[^1] - [ ] `documentation` — Changes to the documentation only[^2] - [ ] `tests` — Changes to any test code only[^2] - [ ] `internal` — Any other changes that don't affect the published package[^2] - [ ] I don't know [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. For arrow in [straightArrow, curvedArrow] test the following: a. Label in the middle b. Label at both ends of the arrow c. Test arrows in different directions d. Rotating the endpoints and seeing that the label stays at the end of the arrow at a fixed width. e. Test different stroke widths. f. Test with different arrowheads. 2. Also, test arcs that are more circle like than arc-like. - [x] Unit Tests - [ ] End to end tests ### Release Notes - Adds ability to change label position on arrows. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com> Co-authored-by: alex <alex@dytry.ch>
2024-01-24 10:19:20 +00:00
ignore?: boolean;
// (undocumented)
`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
isClosed: boolean;
// (undocumented)
isFilled: boolean;
// (undocumented)
isLabel: boolean;
// (undocumented)
isPointInBounds(point: Vec, margin?: number): boolean;
`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
// (undocumented)
abstract nearestPoint(point: Vec): Vec;
`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
// (undocumented)
nearestPointOnLineSegment(A: Vec, B: Vec): Vec;
`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
// (undocumented)
toSimpleSvgPath(): string;
// (undocumented)
get vertices(): Vec[];
`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
}
// @public
export function getArcMeasure(A: number, B: number, sweepFlag: number, largeArcFlag: number): number;
// @public (undocumented)
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
export function getArrowTerminalsInArrowSpace(editor: Editor, shape: TLArrowShape): {
start: Vec;
end: Vec;
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
};
// @public (undocumented)
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
export function getCursor(cursor: TLCursorType, rotation?: number, color?: string): string;
// @public (undocumented)
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
export function getFreshUserPreferences(): TLUserPreferences;
// @public
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
export function getIncrementedName(name: string, others: string[]): string;
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
// @public (undocumented)
export function getPointerInfo(e: PointerEvent | React.PointerEvent): {
point: {
x: number;
y: number;
z: number;
};
shiftKey: boolean;
altKey: boolean;
ctrlKey: boolean;
pointerId: number;
button: number;
isPen: boolean;
};
// @public
export function getPointInArcT(mAB: number, A: number, B: number, P: number): number;
// @public
arrows: add ability to change label placement (#2557) This adds the ability to drag the label on an arrow to a different location within the line segment/arc. https://github.com/tldraw/tldraw/assets/469604/dbd2ee35-bebc-48d6-b8ee-fcf12ce91fa5 - A lot of the complexity lay in ensuring a fixed distance from the ends of the arrowheads. - I added a new type of handle `text-adjust` that makes the text box the very handle itself. - I added a `ARROW_HANDLES` enum - we should use more enums! - The bulk of the changes are in ArrowShapeUtil — check that out in particular obviously :) Along the way, I tried to improve a couple spots as I touched them: - added some more documentation to Vec.ts because some of the functions in there were obscure/new to me. (at least the naming, hah) - added `getPointOnCircle` which was being done in a couple places independently and refactored those places. ### Questions - the `getPointOnCircle` API changed. Is this considered breaking and/or should I leave the signature the same? Wasn't sure if it was a big deal or not. - I made `labelPosition` in the schema always but I guess it could have been optional? Lemme know if there's a preference. - Any feedback on tests? Happy to expand those if necessary. ### Change Type - [ ] `patch` — Bug fix - [x] `minor` — New feature - [ ] `major` — Breaking change - [ ] `dependencies` — Changes to package dependencies[^1] - [ ] `documentation` — Changes to the documentation only[^2] - [ ] `tests` — Changes to any test code only[^2] - [ ] `internal` — Any other changes that don't affect the published package[^2] - [ ] I don't know [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. For arrow in [straightArrow, curvedArrow] test the following: a. Label in the middle b. Label at both ends of the arrow c. Test arrows in different directions d. Rotating the endpoints and seeing that the label stays at the end of the arrow at a fixed width. e. Test different stroke widths. f. Test with different arrowheads. 2. Also, test arcs that are more circle like than arc-like. - [x] Unit Tests - [ ] End to end tests ### Release Notes - Adds ability to change label position on arrows. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com> Co-authored-by: alex <alex@dytry.ch>
2024-01-24 10:19:20 +00:00
export function getPointOnCircle(center: VecLike, r: number, a: number): Vec;
// @public (undocumented)
export function getPolygonVertices(width: number, height: number, sides: number): Vec[];
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
// @internal (undocumented)
export function getRotationSnapshot({ editor }: {
editor: Editor;
}): null | TLRotationSnapshot;
2023-04-25 11:01:25 +00:00
// @public
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
export function getSvgPathFromPoints(points: VecLike[], closed?: boolean): string;
2023-04-25 11:01:25 +00:00
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// @public (undocumented)
export function getUserPreferences(): TLUserPreferences;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export const GRID_STEPS: {
min: number;
mid: number;
step: number;
}[];
`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
// @public (undocumented)
export class Group2d extends Geometry2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
children: Geometry2d[];
});
// (undocumented)
children: Geometry2d[];
// (undocumented)
distanceToPoint(point: Vec, hitInside?: boolean): number;
`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
// (undocumented)
getArea(): number;
// (undocumented)
getVertices(): Vec[];
`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
// (undocumented)
hitTestLineSegment(A: Vec, B: Vec, zoom: number): boolean;
`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
// (undocumented)
hitTestPoint(point: Vec, margin: number, hitInside: boolean): boolean;
`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
// (undocumented)
arrows: add ability to change label placement (#2557) This adds the ability to drag the label on an arrow to a different location within the line segment/arc. https://github.com/tldraw/tldraw/assets/469604/dbd2ee35-bebc-48d6-b8ee-fcf12ce91fa5 - A lot of the complexity lay in ensuring a fixed distance from the ends of the arrowheads. - I added a new type of handle `text-adjust` that makes the text box the very handle itself. - I added a `ARROW_HANDLES` enum - we should use more enums! - The bulk of the changes are in ArrowShapeUtil — check that out in particular obviously :) Along the way, I tried to improve a couple spots as I touched them: - added some more documentation to Vec.ts because some of the functions in there were obscure/new to me. (at least the naming, hah) - added `getPointOnCircle` which was being done in a couple places independently and refactored those places. ### Questions - the `getPointOnCircle` API changed. Is this considered breaking and/or should I leave the signature the same? Wasn't sure if it was a big deal or not. - I made `labelPosition` in the schema always but I guess it could have been optional? Lemme know if there's a preference. - Any feedback on tests? Happy to expand those if necessary. ### Change Type - [ ] `patch` — Bug fix - [x] `minor` — New feature - [ ] `major` — Breaking change - [ ] `dependencies` — Changes to package dependencies[^1] - [ ] `documentation` — Changes to the documentation only[^2] - [ ] `tests` — Changes to any test code only[^2] - [ ] `internal` — Any other changes that don't affect the published package[^2] - [ ] I don't know [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. For arrow in [straightArrow, curvedArrow] test the following: a. Label in the middle b. Label at both ends of the arrow c. Test arrows in different directions d. Rotating the endpoints and seeing that the label stays at the end of the arrow at a fixed width. e. Test different stroke widths. f. Test with different arrowheads. 2. Also, test arcs that are more circle like than arc-like. - [x] Unit Tests - [ ] End to end tests ### Release Notes - Adds ability to change label position on arrows. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com> Co-authored-by: alex <alex@dytry.ch>
2024-01-24 10:19:20 +00:00
ignoredChildren: Geometry2d[];
// (undocumented)
nearestPoint(point: Vec): Vec;
`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
// (undocumented)
toSimpleSvgPath(): string;
}
// @public (undocumented)
export class GroupShapeUtil extends ShapeUtil<TLGroupShape> {
// (undocumented)
canBind: () => boolean;
// (undocumented)
component(shape: TLGroupShape): JSX_2.Element | null;
// (undocumented)
`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
getDefaultProps(): TLGroupShape['props'];
// (undocumented)
`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
getGeometry(shape: TLGroupShape): Geometry2d;
// (undocumented)
hideSelectionBoundsFg: () => boolean;
// (undocumented)
indicator(shape: TLGroupShape): JSX_2.Element;
// (undocumented)
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 migrations: Migrations;
// (undocumented)
onChildrenChange: TLOnChildrenChangeHandler<TLGroupShape>;
// (undocumented)
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 props: ShapeProps<TLGroupShape>;
// (undocumented)
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 type: "group";
}
// @public (undocumented)
export const HALF_PI: number;
[Snapping 3/5] Custom snapping API (#2793) This diff adds an API for customising our existing snap types. These are: 1. Bound snapping. When translating or resizing a shape, it'll snap to certain key points on the bounds of particular shapes. Previously, these were hard-coded to the corners and center of the bounding box of the shape. Now, a shape can bring its own (e.g. a triangle may add snapping for its 3 corners, and it's centroid rather than bounding box center. 2. Handle outline snapping. When dragging a handle, it'll snap to the outline of other shapes geometry. Now, shapes can return different geometry for this sort of snapping if they like. Each of these is customised through a method on `ShapeUtil`: `getBoundsSnapGeometry` and `getHandleSnapGeometry`. These return interfaces describing the different geometry that can be snapped to in both these cases. Currently, each returns an object with a single property, but there are more types of snapping coming in follow-up PRs. When reviewing this PR, start with the definitions of `BoundsSnapGeometry` in `BoundsSnaps.ts` and `HandleSnapGeometry` in `HandleSnaps.ts` This doesn't add point snapping - i'll add that in a follow-up! It'll be customisable with the `getHandleSnapGeometry` API. Fixes TLD-2197 This PR is part of a series - please don't merge it until the things before it have landed! 1. #2827 4. #2831 5. #2793 (you are here) 6. #2841 7. #2845 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan - [x] Unit Tests ### Release Notes - Add `ShapeUtil.getSnapInfo` for customising shape snaps.
2024-02-15 15:10:04 +00:00
// @public
export interface HandleSnapGeometry {
getSelfSnapOutline?(handle: TLHandle): Geometry2d | null;
getSelfSnapPoints?(handle: TLHandle): VecModel[];
[Snapping 3/5] Custom snapping API (#2793) This diff adds an API for customising our existing snap types. These are: 1. Bound snapping. When translating or resizing a shape, it'll snap to certain key points on the bounds of particular shapes. Previously, these were hard-coded to the corners and center of the bounding box of the shape. Now, a shape can bring its own (e.g. a triangle may add snapping for its 3 corners, and it's centroid rather than bounding box center. 2. Handle outline snapping. When dragging a handle, it'll snap to the outline of other shapes geometry. Now, shapes can return different geometry for this sort of snapping if they like. Each of these is customised through a method on `ShapeUtil`: `getBoundsSnapGeometry` and `getHandleSnapGeometry`. These return interfaces describing the different geometry that can be snapped to in both these cases. Currently, each returns an object with a single property, but there are more types of snapping coming in follow-up PRs. When reviewing this PR, start with the definitions of `BoundsSnapGeometry` in `BoundsSnaps.ts` and `HandleSnapGeometry` in `HandleSnaps.ts` This doesn't add point snapping - i'll add that in a follow-up! It'll be customisable with the `getHandleSnapGeometry` API. Fixes TLD-2197 This PR is part of a series - please don't merge it until the things before it have landed! 1. #2827 4. #2831 5. #2793 (you are here) 6. #2841 7. #2845 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan - [x] Unit Tests ### Release Notes - Add `ShapeUtil.getSnapInfo` for customising shape snaps.
2024-02-15 15:10:04 +00:00
outline?: Geometry2d | null;
points?: VecModel[];
[Snapping 3/5] Custom snapping API (#2793) This diff adds an API for customising our existing snap types. These are: 1. Bound snapping. When translating or resizing a shape, it'll snap to certain key points on the bounds of particular shapes. Previously, these were hard-coded to the corners and center of the bounding box of the shape. Now, a shape can bring its own (e.g. a triangle may add snapping for its 3 corners, and it's centroid rather than bounding box center. 2. Handle outline snapping. When dragging a handle, it'll snap to the outline of other shapes geometry. Now, shapes can return different geometry for this sort of snapping if they like. Each of these is customised through a method on `ShapeUtil`: `getBoundsSnapGeometry` and `getHandleSnapGeometry`. These return interfaces describing the different geometry that can be snapped to in both these cases. Currently, each returns an object with a single property, but there are more types of snapping coming in follow-up PRs. When reviewing this PR, start with the definitions of `BoundsSnapGeometry` in `BoundsSnaps.ts` and `HandleSnapGeometry` in `HandleSnaps.ts` This doesn't add point snapping - i'll add that in a follow-up! It'll be customisable with the `getHandleSnapGeometry` API. Fixes TLD-2197 This PR is part of a series - please don't merge it until the things before it have landed! 1. #2827 4. #2831 5. #2793 (you are here) 6. #2841 7. #2845 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan - [x] Unit Tests ### Release Notes - Add `ShapeUtil.getSnapInfo` for customising shape snaps.
2024-02-15 15:10:04 +00:00
}
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// @public
export function hardReset({ shouldReload }?: {
shouldReload?: boolean | undefined;
}): Promise<void>;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export function hardResetEditor(): void;
2023-04-25 11:01:25 +00:00
// @internal (undocumented)
export const HASH_PATTERN_ZOOM_NAMES: Record<string, string>;
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
// @public (undocumented)
export const HIT_TEST_MARGIN = 8;
// @public (undocumented)
export function HTMLContainer({ children, className, ...rest }: HTMLContainerProps): JSX_2.Element;
// @public (undocumented)
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
export type HTMLContainerProps = React_3.HTMLAttributes<HTMLDivElement>;
// @public
export function intersectCircleCircle(c1: VecLike, r1: number, c2: VecLike, r2: number): Vec[];
// @public
export function intersectCirclePolygon(c: VecLike, r: number, points: VecLike[]): null | VecLike[];
// @public
export function intersectCirclePolyline(c: VecLike, r: number, points: VecLike[]): null | VecLike[];
// @public
export function intersectLineSegmentCircle(a1: VecLike, a2: VecLike, c: VecLike, r: number): null | VecLike[];
// @public
export function intersectLineSegmentLineSegment(a1: VecLike, a2: VecLike, b1: VecLike, b2: VecLike): null | Vec;
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
// @public
export function intersectLineSegmentPolygon(a1: VecLike, a2: VecLike, points: VecLike[]): null | VecLike[];
// @public
export function intersectLineSegmentPolyline(a1: VecLike, a2: VecLike, points: VecLike[]): null | VecLike[];
// @public
export function intersectPolygonBounds(points: VecLike[], bounds: Box): null | VecLike[];
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
// @public
export function intersectPolygonPolygon(polygonA: VecLike[], polygonB: VecLike[]): null | VecLike[];
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
// @public
export const isSafeFloat: (n: number) => boolean;
// @public (undocumented)
export function linesIntersect(A: VecLike, B: VecLike, C: VecLike, D: VecLike): boolean;
// @public (undocumented)
export function LoadingScreen({ children }: {
children: ReactNode;
}): JSX_2.Element;
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
// @public
export function loadSessionStateSnapshotIntoStore(store: TLStore, snapshot: TLSessionStateSnapshot): void;
// @public (undocumented)
export function loopToHtmlElement(elm: Element): HTMLElement;
// @public (undocumented)
export class Mat {
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
constructor(a: number, b: number, c: number, d: number, e: number, f: number);
// (undocumented)
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
a: number;
// (undocumented)
static Absolute(m: MatLike): MatModel;
// (undocumented)
static applyToBounds(m: MatLike, box: Box): Box;
// (undocumented)
applyToPoint(point: VecLike): Vec;
`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
// (undocumented)
static applyToPoint(m: MatLike, point: VecLike): Vec;
// (undocumented)
applyToPoints(points: VecLike[]): Vec[];
// (undocumented)
static applyToPoints(m: MatLike, points: VecLike[]): Vec[];
// (undocumented)
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 applyToXY(m: MatLike, x: number, y: number): number[];
// (undocumented)
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
b: number;
// (undocumented)
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
c: number;
// (undocumented)
static Cast(m: MatLike): Mat;
`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
// (undocumented)
clone(): Mat;
// (undocumented)
static Compose(...matrices: MatLike[]): Mat;
// (undocumented)
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
d: number;
// (undocumented)
static Decompose(m: MatLike): {
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
};
// (undocumented)
decompose(): {
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
};
// (undocumented)
decomposed(): {
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
};
// (undocumented)
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
e: number;
// (undocumented)
equals(m: Mat | MatModel): boolean;
// (undocumented)
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
f: number;
// (undocumented)
static From(m: MatLike): Mat;
// (undocumented)
static Identity(): Mat;
// (undocumented)
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
identity(): this;
// (undocumented)
static Inverse(m: MatModel): MatModel;
// (undocumented)
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
invert(): this;
// (undocumented)
static Multiply(m1: MatModel, m2: MatModel): MatModel;
// (undocumented)
multiply(m: Mat | MatModel): this;
// (undocumented)
static Point(m: MatLike): Vec;
`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
// (undocumented)
point(): Vec;
`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
// (undocumented)
static Rotate(r: number, cx?: number, cy?: number): Mat;
// (undocumented)
rotate(r: number, cx?: number, cy?: number): Mat;
// (undocumented)
`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
static Rotation(m: MatLike): number;
// (undocumented)
rotation(): number;
// (undocumented)
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 Scale: {
(x: number, y: number): MatModel;
(x: number, y: number, cx: number, cy: number): MatModel;
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
};
// (undocumented)
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
scale(x: number, y: number): this;
// (undocumented)
setTo(model: MatModel): this;
// (undocumented)
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 Smooth(m: MatLike, precision?: number): MatLike;
// (undocumented)
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
toCssString(): string;
// (undocumented)
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 toCssString(m: MatLike): string;
// (undocumented)
static Translate(x: number, y: number): Mat;
// (undocumented)
translate(x: number, y: number): Mat;
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
}
// @public (undocumented)
export type MatLike = Mat | MatModel;
// @public (undocumented)
export interface MatModel {
// (undocumented)
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
a: number;
// (undocumented)
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
b: number;
// (undocumented)
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
c: number;
// (undocumented)
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
d: number;
// (undocumented)
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
e: number;
// (undocumented)
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
f: number;
}
2023-04-25 11:01:25 +00:00
// @internal (undocumented)
export const MAX_PAGES = 40;
// @internal (undocumented)
export const MAX_SHAPES_PER_PAGE = 2000;
// @internal (undocumented)
export const MAX_ZOOM = 8;
// @internal (undocumented)
export const MIN_ZOOM = 0.1;
// @public
export function moveCameraWhenCloseToEdge(editor: Editor): void;
2023-04-25 11:01:25 +00:00
// @internal (undocumented)
export const MULTI_CLICK_DURATION = 200;
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
// @internal (undocumented)
2023-04-25 11:01:25 +00:00
export function normalizeWheel(event: React.WheelEvent<HTMLElement> | WheelEvent): {
x: number;
y: number;
z: number;
};
// @public (undocumented)
export function openWindow(url: string, target?: string): void;
// @internal (undocumented)
export function OptionalErrorBoundary({ children, fallback, ...props }: Omit<TLErrorBoundaryProps, 'fallback'> & {
fallback: TLErrorFallbackComponent;
}): JSX_2.Element;
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
// @public
export function perimeterOfEllipse(rx: number, ry: number): number;
`ExternalContentManager` for handling external content (files, images, etc) (#1550) This PR improves the editor's APIs around creating assets and files. This allows end user developers to replace behavior that might occur, for example, when pasting images or dragging files onto the canvas. Here, we: - remove `onCreateAssetFromFile` prop - remove `onCreateBookmarkFromUrl` prop - introduce `onEditorReady` prop - introduce `onEditorWillDispose` prop - introduce `ExternalContentManager` The `ExternalContentManager` (ECM) is used in circumstances where we're turning external content (text, images, urls, etc) into assets or shapes. It is designed to allow certain methods to be overwritten by other developers as a kind of weakly supported hack. For example, when a user drags an image onto the canvas, the event handler passes a `TLExternalContent` object to the editor's `putExternalContent` method. This method runs the ECM's handler for this content type. That handler may in turn run other methods, such as `createAssetFromFile` or `createShapesForAssets`, which will lead to the image being created on the canvas. If a developer wanted to change the way that assets are created from files, then they could overwrite that method at runtime. ```ts const handleEditorReady = (editor: Editor) => { editor.externalContentManager.createAssetFromFile = myHandler } function Example() { return <Tldraw onEditorReady={handleEditorReady}/> } ``` If you wanted to go even deeper, you could override the editor's `putExternalContent` method. ```ts const handleEditorReady = (editor: Editor) => { const handleExternalContent = (info: TLExternalContent): Promise<void> => { if (info.type === 'files') { // do something here } else { // do the normal thing editor.externalContentManager.handleContent(info) } } ``` ### Change Type - [x] `major` ### Test Plan 1. Drag images, urls, etc. onto the canvas 2. Use copy and paste for single and multiple files 3. Use bookmark / embed shapes and convert between eachother ### Release Notes - [editor] add `ExternalContentManager` for plopping content onto the canvas - [editor] remove `onCreateAssetFromFile` prop - [editor] remove `onCreateBookmarkFromUrl` prop - [editor] introduce `onEditorReady` prop - [editor] introduce `onEditorWillDispose` prop - [editor] introduce `ExternalContentManager`
2023-06-08 14:53:11 +00:00
// @public (undocumented)
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
export const PI: number;
// @public (undocumented)
export const PI2: number;
// @public (undocumented)
export class Point2d extends Geometry2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
margin: number;
point: Vec;
});
// (undocumented)
getVertices(): Vec[];
// (undocumented)
hitTestLineSegment(A: Vec, B: Vec, margin: number): boolean;
// (undocumented)
nearestPoint(): Vec;
// (undocumented)
point: Vec;
}
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
// @public
export function pointInPolygon(A: VecLike, points: VecLike[]): boolean;
// @public (undocumented)
export type PointsSnapIndicator = {
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
id: string;
type: 'points';
points: VecLike[];
};
`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
// @public (undocumented)
export class Polygon2d extends Polyline2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed'> & {
points: Vec[];
`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
});
}
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
// @public (undocumented)
export function polygonsIntersect(a: VecLike[], b: VecLike[]): boolean;
`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
// @public (undocumented)
export class Polyline2d extends Geometry2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed' | 'isFilled'> & {
points: Vec[];
`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
});
// (undocumented)
getVertices(): Vec[];
`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
// (undocumented)
hitTestLineSegment(A: Vec, B: Vec, distance?: number): boolean;
`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
// (undocumented)
get length(): number;
// (undocumented)
_length?: number;
// (undocumented)
nearestPoint(A: Vec): Vec;
`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
// (undocumented)
points: Vec[];
`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
// (undocumented)
get segments(): Edge2d[];
// (undocumented)
_segments?: Edge2d[];
}
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
// @public (undocumented)
export function precise(A: VecLike): string;
`ExternalContentManager` for handling external content (files, images, etc) (#1550) This PR improves the editor's APIs around creating assets and files. This allows end user developers to replace behavior that might occur, for example, when pasting images or dragging files onto the canvas. Here, we: - remove `onCreateAssetFromFile` prop - remove `onCreateBookmarkFromUrl` prop - introduce `onEditorReady` prop - introduce `onEditorWillDispose` prop - introduce `ExternalContentManager` The `ExternalContentManager` (ECM) is used in circumstances where we're turning external content (text, images, urls, etc) into assets or shapes. It is designed to allow certain methods to be overwritten by other developers as a kind of weakly supported hack. For example, when a user drags an image onto the canvas, the event handler passes a `TLExternalContent` object to the editor's `putExternalContent` method. This method runs the ECM's handler for this content type. That handler may in turn run other methods, such as `createAssetFromFile` or `createShapesForAssets`, which will lead to the image being created on the canvas. If a developer wanted to change the way that assets are created from files, then they could overwrite that method at runtime. ```ts const handleEditorReady = (editor: Editor) => { editor.externalContentManager.createAssetFromFile = myHandler } function Example() { return <Tldraw onEditorReady={handleEditorReady}/> } ``` If you wanted to go even deeper, you could override the editor's `putExternalContent` method. ```ts const handleEditorReady = (editor: Editor) => { const handleExternalContent = (info: TLExternalContent): Promise<void> => { if (info.type === 'files') { // do something here } else { // do the normal thing editor.externalContentManager.handleContent(info) } } ``` ### Change Type - [x] `major` ### Test Plan 1. Drag images, urls, etc. onto the canvas 2. Use copy and paste for single and multiple files 3. Use bookmark / embed shapes and convert between eachother ### Release Notes - [editor] add `ExternalContentManager` for plopping content onto the canvas - [editor] remove `onCreateAssetFromFile` prop - [editor] remove `onCreateBookmarkFromUrl` prop - [editor] introduce `onEditorReady` prop - [editor] introduce `onEditorWillDispose` prop - [editor] introduce `ExternalContentManager`
2023-06-08 14:53:11 +00:00
2023-04-25 11:01:25 +00:00
// @public
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
export function preventDefault(event: Event | React_2.BaseSyntheticEvent): void;
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
// @public
export function radiansToDegrees(r: number): number;
// @public
export function rangeIntersection(a0: number, a1: number, b0: number, b1: number): [number, number] | null;
export { react }
// @public
export class ReadonlySharedStyleMap {
// (undocumented)
Faster validations + record reference stability at the same time (#2848) This PR adds a validation mode whereby previous known-to-be-valid values can be used to speed up the validation process itself. At the same time it enables us to do fine-grained equality checking on records much more quickly than by using something like lodash isEqual, and using that we can prevent triggering effects for record updates that don't actually alter any values in the store. Here's some preliminary perf testing of average time spent in `store.put()` during some common interactions | task | before (ms) | after (ms) | | ---- | ---- | ---- | | drawing lines | 0.0403 | 0.0214 | | drawing boxes | 0.0408 | 0.0348 | | translating lines | 0.0352 | 0.0042 | | translating boxes | 0.0051 | 0.0032 | | rotating lines | 0.0312 | 0.0065 | | rotating boxes | 0.0053 | 0.0035 | | brush selecting boxes | 0.0200 | 0.0232 | | traversal with shapes | 0.0130 | 0.0108 | | traversal without shapes | 0.0201 | 0.0173 | **traversal** means moving the camera and pointer around the canvas #### Discussion At the scale of hundredths of a millisecond these .put operations are so fast that even if they became literally instantaneous the change would not be human perceptible. That said, there is an overall marked improvement here. Especially for dealing with draw shapes. These figures are also mostly in line with expectations, aside from a couple of things: - I don't understand why the `brush selecting boxes` task got slower after the change. - I don't understand why the `traversal` tasks are slower than the `translating boxes` task, both before and after. I would expect that .putting shape records would be much slower than .putting pointer/camera records (since the latter have fewer and simpler properties) ### Change Type - [x] `patch` — Bug fix ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Add a brief release note for your PR here.
2024-02-20 12:35:25 +00:00
[Symbol.iterator](): IterableIterator<[StyleProp<any>, SharedStyle<unknown>]>;
constructor(entries?: Iterable<[StyleProp<unknown>, SharedStyle<unknown>]>);
// (undocumented)
Faster validations + record reference stability at the same time (#2848) This PR adds a validation mode whereby previous known-to-be-valid values can be used to speed up the validation process itself. At the same time it enables us to do fine-grained equality checking on records much more quickly than by using something like lodash isEqual, and using that we can prevent triggering effects for record updates that don't actually alter any values in the store. Here's some preliminary perf testing of average time spent in `store.put()` during some common interactions | task | before (ms) | after (ms) | | ---- | ---- | ---- | | drawing lines | 0.0403 | 0.0214 | | drawing boxes | 0.0408 | 0.0348 | | translating lines | 0.0352 | 0.0042 | | translating boxes | 0.0051 | 0.0032 | | rotating lines | 0.0312 | 0.0065 | | rotating boxes | 0.0053 | 0.0035 | | brush selecting boxes | 0.0200 | 0.0232 | | traversal with shapes | 0.0130 | 0.0108 | | traversal without shapes | 0.0201 | 0.0173 | **traversal** means moving the camera and pointer around the canvas #### Discussion At the scale of hundredths of a millisecond these .put operations are so fast that even if they became literally instantaneous the change would not be human perceptible. That said, there is an overall marked improvement here. Especially for dealing with draw shapes. These figures are also mostly in line with expectations, aside from a couple of things: - I don't understand why the `brush selecting boxes` task got slower after the change. - I don't understand why the `traversal` tasks are slower than the `translating boxes` task, both before and after. I would expect that .putting shape records would be much slower than .putting pointer/camera records (since the latter have fewer and simpler properties) ### Change Type - [x] `patch` — Bug fix ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Add a brief release note for your PR here.
2024-02-20 12:35:25 +00:00
entries(): IterableIterator<[StyleProp<any>, SharedStyle<unknown>]>;
// (undocumented)
equals(other: ReadonlySharedStyleMap): boolean;
// (undocumented)
get<T>(prop: StyleProp<T>): SharedStyle<T> | undefined;
// (undocumented)
getAsKnownValue<T>(prop: StyleProp<T>): T | undefined;
// (undocumented)
Faster validations + record reference stability at the same time (#2848) This PR adds a validation mode whereby previous known-to-be-valid values can be used to speed up the validation process itself. At the same time it enables us to do fine-grained equality checking on records much more quickly than by using something like lodash isEqual, and using that we can prevent triggering effects for record updates that don't actually alter any values in the store. Here's some preliminary perf testing of average time spent in `store.put()` during some common interactions | task | before (ms) | after (ms) | | ---- | ---- | ---- | | drawing lines | 0.0403 | 0.0214 | | drawing boxes | 0.0408 | 0.0348 | | translating lines | 0.0352 | 0.0042 | | translating boxes | 0.0051 | 0.0032 | | rotating lines | 0.0312 | 0.0065 | | rotating boxes | 0.0053 | 0.0035 | | brush selecting boxes | 0.0200 | 0.0232 | | traversal with shapes | 0.0130 | 0.0108 | | traversal without shapes | 0.0201 | 0.0173 | **traversal** means moving the camera and pointer around the canvas #### Discussion At the scale of hundredths of a millisecond these .put operations are so fast that even if they became literally instantaneous the change would not be human perceptible. That said, there is an overall marked improvement here. Especially for dealing with draw shapes. These figures are also mostly in line with expectations, aside from a couple of things: - I don't understand why the `brush selecting boxes` task got slower after the change. - I don't understand why the `traversal` tasks are slower than the `translating boxes` task, both before and after. I would expect that .putting shape records would be much slower than .putting pointer/camera records (since the latter have fewer and simpler properties) ### Change Type - [x] `patch` — Bug fix ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Add a brief release note for your PR here.
2024-02-20 12:35:25 +00:00
keys(): IterableIterator<StyleProp<any>>;
// @internal (undocumented)
Faster validations + record reference stability at the same time (#2848) This PR adds a validation mode whereby previous known-to-be-valid values can be used to speed up the validation process itself. At the same time it enables us to do fine-grained equality checking on records much more quickly than by using something like lodash isEqual, and using that we can prevent triggering effects for record updates that don't actually alter any values in the store. Here's some preliminary perf testing of average time spent in `store.put()` during some common interactions | task | before (ms) | after (ms) | | ---- | ---- | ---- | | drawing lines | 0.0403 | 0.0214 | | drawing boxes | 0.0408 | 0.0348 | | translating lines | 0.0352 | 0.0042 | | translating boxes | 0.0051 | 0.0032 | | rotating lines | 0.0312 | 0.0065 | | rotating boxes | 0.0053 | 0.0035 | | brush selecting boxes | 0.0200 | 0.0232 | | traversal with shapes | 0.0130 | 0.0108 | | traversal without shapes | 0.0201 | 0.0173 | **traversal** means moving the camera and pointer around the canvas #### Discussion At the scale of hundredths of a millisecond these .put operations are so fast that even if they became literally instantaneous the change would not be human perceptible. That said, there is an overall marked improvement here. Especially for dealing with draw shapes. These figures are also mostly in line with expectations, aside from a couple of things: - I don't understand why the `brush selecting boxes` task got slower after the change. - I don't understand why the `traversal` tasks are slower than the `translating boxes` task, both before and after. I would expect that .putting shape records would be much slower than .putting pointer/camera records (since the latter have fewer and simpler properties) ### Change Type - [x] `patch` — Bug fix ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Add a brief release note for your PR here.
2024-02-20 12:35:25 +00:00
protected map: Map<StyleProp<any>, SharedStyle<unknown>>;
// (undocumented)
get size(): number;
// (undocumented)
values(): IterableIterator<SharedStyle<unknown>>;
}
`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
// @public (undocumented)
export class Rectangle2d extends Polygon2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed'> & {
x?: number;
y?: number;
width: number;
height: number;
});
// (undocumented)
getBounds(): Box;
`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
// (undocumented)
h: number;
// (undocumented)
w: number;
// (undocumented)
x: number;
// (undocumented)
y: number;
}
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export function refreshPage(): void;
// @public (undocumented)
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
export function releasePointerCapture(element: Element, event: PointerEvent | React_2.PointerEvent<Element>): void;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export type RequiredKeys<T, K extends keyof T> = Partial<Omit<T, K>> & Pick<T, K>;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export function resizeBox(shape: TLBaseBoxShape, info: {
newPoint: VecModel;
handle: TLResizeHandle;
mode: TLResizeMode;
scaleX: number;
scaleY: number;
initialBounds: Box;
initialShape: TLBaseBoxShape;
}, opts?: Partial<{
minWidth: number;
maxWidth: number;
minHeight: number;
maxHeight: number;
}>): {
x: number;
y: number;
props: {
w: number;
h: number;
};
};
// @public (undocumented)
export type ResizeBoxOptions = Partial<{
minWidth: number;
maxWidth: number;
minHeight: number;
maxHeight: number;
}>;
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
// @public (undocumented)
export const ROTATE_CORNER_TO_SELECTION_CORNER: {
readonly top_left_rotate: "top_left";
readonly top_right_rotate: "top_right";
readonly bottom_right_rotate: "bottom_right";
readonly bottom_left_rotate: "bottom_left";
readonly mobile_rotate: "top_left";
};
// @public (undocumented)
export type RotateCorner = 'bottom_left_rotate' | 'bottom_right_rotate' | 'mobile_rotate' | 'top_left_rotate' | 'top_right_rotate';
// @public (undocumented)
export function rotateSelectionHandle(handle: SelectionHandle, rotation: number): SelectionHandle;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export const runtime: {
openWindow: (url: string, target: string) => void;
refreshPage: () => void;
hardReset: () => void;
};
// @public (undocumented)
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
export type SelectionCorner = 'bottom_left' | 'bottom_right' | 'top_left' | 'top_right';
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
// @public (undocumented)
export type SelectionEdge = 'bottom' | 'left' | 'right' | 'top';
// @public (undocumented)
export type SelectionHandle = SelectionCorner | SelectionEdge;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
export function setPointerCapture(element: Element, event: PointerEvent | React_2.PointerEvent<Element>): void;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export function setRuntimeOverrides(input: Partial<typeof runtime>): void;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// @public (undocumented)
export function setUserPreferences(user: TLUserPreferences): void;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export abstract class ShapeUtil<Shape extends TLUnknownShape = TLUnknownShape> {
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
constructor(editor: Editor);
`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
// @internal
backgroundComponent?(shape: Shape): any;
canBind: <K>(_shape: Shape, _otherShape?: K | undefined) => boolean;
canCrop: TLShapeUtilFlag<Shape>;
canDropShapes(shape: Shape, shapes: TLShape[]): boolean;
canEdit: TLShapeUtilFlag<Shape>;
canEditInReadOnly: TLShapeUtilFlag<Shape>;
canReceiveNewChildrenOfType(shape: Shape, type: TLShape['type']): boolean;
canResize: TLShapeUtilFlag<Shape>;
canScroll: TLShapeUtilFlag<Shape>;
canSnap: TLShapeUtilFlag<Shape>;
abstract component(shape: Shape): any;
// (undocumented)
editor: Editor;
// @internal (undocumented)
expandSelectionOutlinePx(shape: Shape): number;
[Snapping 3/5] Custom snapping API (#2793) This diff adds an API for customising our existing snap types. These are: 1. Bound snapping. When translating or resizing a shape, it'll snap to certain key points on the bounds of particular shapes. Previously, these were hard-coded to the corners and center of the bounding box of the shape. Now, a shape can bring its own (e.g. a triangle may add snapping for its 3 corners, and it's centroid rather than bounding box center. 2. Handle outline snapping. When dragging a handle, it'll snap to the outline of other shapes geometry. Now, shapes can return different geometry for this sort of snapping if they like. Each of these is customised through a method on `ShapeUtil`: `getBoundsSnapGeometry` and `getHandleSnapGeometry`. These return interfaces describing the different geometry that can be snapped to in both these cases. Currently, each returns an object with a single property, but there are more types of snapping coming in follow-up PRs. When reviewing this PR, start with the definitions of `BoundsSnapGeometry` in `BoundsSnaps.ts` and `HandleSnapGeometry` in `HandleSnaps.ts` This doesn't add point snapping - i'll add that in a follow-up! It'll be customisable with the `getHandleSnapGeometry` API. Fixes TLD-2197 This PR is part of a series - please don't merge it until the things before it have landed! 1. #2827 4. #2831 5. #2793 (you are here) 6. #2841 7. #2845 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan - [x] Unit Tests ### Release Notes - Add `ShapeUtil.getSnapInfo` for customising shape snaps.
2024-02-15 15:10:04 +00:00
getBoundsSnapGeometry(shape: Shape): BoundsSnapGeometry;
getCanvasSvgDefs(): TLShapeUtilCanvasSvgDef[];
`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
abstract getDefaultProps(): Shape['props'];
`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
abstract getGeometry(shape: Shape): Geometry2d;
`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
getHandles?(shape: Shape): TLHandle[];
[Snapping 3/5] Custom snapping API (#2793) This diff adds an API for customising our existing snap types. These are: 1. Bound snapping. When translating or resizing a shape, it'll snap to certain key points on the bounds of particular shapes. Previously, these were hard-coded to the corners and center of the bounding box of the shape. Now, a shape can bring its own (e.g. a triangle may add snapping for its 3 corners, and it's centroid rather than bounding box center. 2. Handle outline snapping. When dragging a handle, it'll snap to the outline of other shapes geometry. Now, shapes can return different geometry for this sort of snapping if they like. Each of these is customised through a method on `ShapeUtil`: `getBoundsSnapGeometry` and `getHandleSnapGeometry`. These return interfaces describing the different geometry that can be snapped to in both these cases. Currently, each returns an object with a single property, but there are more types of snapping coming in follow-up PRs. When reviewing this PR, start with the definitions of `BoundsSnapGeometry` in `BoundsSnaps.ts` and `HandleSnapGeometry` in `HandleSnaps.ts` This doesn't add point snapping - i'll add that in a follow-up! It'll be customisable with the `getHandleSnapGeometry` API. Fixes TLD-2197 This PR is part of a series - please don't merge it until the things before it have landed! 1. #2827 4. #2831 5. #2793 (you are here) 6. #2841 7. #2845 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan - [x] Unit Tests ### Release Notes - Add `ShapeUtil.getSnapInfo` for customising shape snaps.
2024-02-15 15:10:04 +00:00
getHandleSnapGeometry(shape: Shape): HandleSnapGeometry;
hideResizeHandles: TLShapeUtilFlag<Shape>;
hideRotateHandle: TLShapeUtilFlag<Shape>;
hideSelectionBoundsBg: TLShapeUtilFlag<Shape>;
hideSelectionBoundsFg: TLShapeUtilFlag<Shape>;
abstract indicator(shape: Shape): any;
isAspectRatioLocked: TLShapeUtilFlag<Shape>;
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
// (undocumented)
static migrations?: Migrations;
onBeforeCreate?: TLOnBeforeCreateHandler<Shape>;
onBeforeUpdate?: TLOnBeforeUpdateHandler<Shape>;
// @internal
onBindingChange?: TLOnBindingChangeHandler<Shape>;
onChildrenChange?: TLOnChildrenChangeHandler<Shape>;
onClick?: TLOnClickHandler<Shape>;
onDoubleClick?: TLOnDoubleClickHandler<Shape>;
onDoubleClickEdge?: TLOnDoubleClickHandler<Shape>;
onDoubleClickHandle?: TLOnDoubleClickHandleHandler<Shape>;
onDragShapesOut?: TLOnDragHandler<Shape>;
onDragShapesOver?: TLOnDragHandler<Shape, {
shouldHint: boolean;
}>;
onDropShapesOver?: TLOnDragHandler<Shape>;
onEditEnd?: TLOnEditEndHandler<Shape>;
arrows: add ability to change label placement (#2557) This adds the ability to drag the label on an arrow to a different location within the line segment/arc. https://github.com/tldraw/tldraw/assets/469604/dbd2ee35-bebc-48d6-b8ee-fcf12ce91fa5 - A lot of the complexity lay in ensuring a fixed distance from the ends of the arrowheads. - I added a new type of handle `text-adjust` that makes the text box the very handle itself. - I added a `ARROW_HANDLES` enum - we should use more enums! - The bulk of the changes are in ArrowShapeUtil — check that out in particular obviously :) Along the way, I tried to improve a couple spots as I touched them: - added some more documentation to Vec.ts because some of the functions in there were obscure/new to me. (at least the naming, hah) - added `getPointOnCircle` which was being done in a couple places independently and refactored those places. ### Questions - the `getPointOnCircle` API changed. Is this considered breaking and/or should I leave the signature the same? Wasn't sure if it was a big deal or not. - I made `labelPosition` in the schema always but I guess it could have been optional? Lemme know if there's a preference. - Any feedback on tests? Happy to expand those if necessary. ### Change Type - [ ] `patch` — Bug fix - [x] `minor` — New feature - [ ] `major` — Breaking change - [ ] `dependencies` — Changes to package dependencies[^1] - [ ] `documentation` — Changes to the documentation only[^2] - [ ] `tests` — Changes to any test code only[^2] - [ ] `internal` — Any other changes that don't affect the published package[^2] - [ ] I don't know [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. For arrow in [straightArrow, curvedArrow] test the following: a. Label in the middle b. Label at both ends of the arrow c. Test arrows in different directions d. Rotating the endpoints and seeing that the label stays at the end of the arrow at a fixed width. e. Test different stroke widths. f. Test with different arrowheads. 2. Also, test arcs that are more circle like than arc-like. - [x] Unit Tests - [ ] End to end tests ### Release Notes - Adds ability to change label position on arrows. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com> Co-authored-by: alex <alex@dytry.ch>
2024-01-24 10:19:20 +00:00
onHandleDrag?: TLOnHandleDragHandler<Shape>;
onResize?: TLOnResizeHandler<Shape>;
onResizeEnd?: TLOnResizeEndHandler<Shape>;
onResizeStart?: TLOnResizeStartHandler<Shape>;
onRotate?: TLOnRotateHandler<Shape>;
onRotateEnd?: TLOnRotateEndHandler<Shape>;
onRotateStart?: TLOnRotateStartHandler<Shape>;
onTranslate?: TLOnTranslateHandler<Shape>;
onTranslateEnd?: TLOnTranslateEndHandler<Shape>;
onTranslateStart?: TLOnTranslateStartHandler<Shape>;
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
// (undocumented)
static props?: ShapeProps<TLUnknownShape>;
// @internal
providesBackgroundForChildren(shape: Shape): boolean;
React-powered SVG exports (#3117) ## Migration path 1. If any of your shapes implement `toSvg` for exports, you'll need to replace your implementation with a new version that returns JSX (it's a react component) instead of manually constructing SVG DOM nodes 2. `editor.getSvg` is deprecated. It still works, but will be going away in a future release. If you still need SVGs as DOM elements rather than strings, use `new DOMParser().parseFromString(svgString, 'image/svg+xml').firstElementChild` ## The change in detail At the moment, our SVG exports very carefully try to recreate the visuals of our shapes by manually constructing SVG DOM nodes. On its own this is really painful, but it also results in a lot of duplicated logic between the `component` and `getSvg` methods of shape utils. In #3020, we looked at using string concatenation & DOMParser to make this a bit less painful. This works, but requires specifying namespaces everywhere, is still pretty painful (no syntax highlighting or formatting), and still results in all that duplicated logic. I briefly experimented with creating my own version of the javascript language that let you embed XML like syntax directly. I was going to call it EXTREME JAVASCRIPT or XJS for short, but then I noticed that we already wrote the whole of tldraw in this thing called react and a (imo much worse named) version of the javascript xml thing already existed. Given the entire library already depends on react, what would it look like if we just used react directly for these exports? Turns out things get a lot simpler! Take a look at lmk what you think This diff was intended as a proof of concept, but is actually pretty close to being landable. The main thing is that here, I've deliberately leant into this being a big breaking change to see just how much code we could delete (turns out: lots). We could if we wanted to make this without making it a breaking change at all, but it would add back a lot of complexity on our side and run a fair bit slower --------- Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
2024-03-25 14:16:55 +00:00
toBackgroundSvg?(shape: Shape, ctx: SvgExportContext): null | Promise<null | ReactElement> | ReactElement;
toSvg?(shape: Shape, ctx: SvgExportContext): null | Promise<null | ReactElement> | ReactElement;
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 type: string;
}
// @public
export type SharedStyle<T> = {
readonly type: 'mixed';
} | {
readonly type: 'shared';
readonly value: T;
};
// @internal (undocumented)
export class SharedStyleMap extends ReadonlySharedStyleMap {
// (undocumented)
applyValue<T>(prop: StyleProp<T>, value: T): void;
// (undocumented)
set<T>(prop: StyleProp<T>, value: SharedStyle<T>): void;
}
// @public
export function shortAngleDist(a0: number, a1: number): number;
// @public
export class SideEffectManager<CTX extends {
store: TLStore;
history: {
onBatchComplete: () => void;
};
}> {
constructor(editor: CTX);
// (undocumented)
editor: CTX;
registerAfterChangeHandler<T extends TLRecord['typeName']>(typeName: T, handler: TLAfterChangeHandler<TLRecord & {
typeName: T;
}>): () => void;
registerAfterCreateHandler<T extends TLRecord['typeName']>(typeName: T, handler: TLAfterCreateHandler<TLRecord & {
typeName: T;
}>): () => void;
registerAfterDeleteHandler<T extends TLRecord['typeName']>(typeName: T, handler: TLAfterDeleteHandler<TLRecord & {
typeName: T;
}>): () => void;
registerBatchCompleteHandler(handler: TLBatchCompleteHandler): () => void;
registerBeforeChangeHandler<T extends TLRecord['typeName']>(typeName: T, handler: TLBeforeChangeHandler<TLRecord & {
typeName: T;
}>): () => void;
registerBeforeCreateHandler<T extends TLRecord['typeName']>(typeName: T, handler: TLBeforeCreateHandler<TLRecord & {
typeName: T;
}>): () => void;
registerBeforeDeleteHandler<T extends TLRecord['typeName']>(typeName: T, handler: TLBeforeDeleteHandler<TLRecord & {
typeName: T;
}>): () => void;
}
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
export { Signal }
// @public (undocumented)
export const SIN: (x: number) => number;
// @public
export function snapAngle(r: number, segments: number): number;
// @public (undocumented)
export type SnapIndicator = GapsSnapIndicator | PointsSnapIndicator;
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
// @public (undocumented)
export class SnapManager {
constructor(editor: Editor);
// (undocumented)
clearIndicators(): void;
// (undocumented)
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
readonly editor: Editor;
// (undocumented)
getCurrentCommonAncestor(): TLShapeId | undefined;
// (undocumented)
getIndicators(): SnapIndicator[];
// (undocumented)
getSnappableShapes(): Set<TLShapeId>;
// (undocumented)
getSnapThreshold(): number;
// (undocumented)
readonly handles: HandleSnaps;
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
// (undocumented)
setIndicators(indicators: SnapIndicator[]): void;
// (undocumented)
readonly shapeBounds: BoundsSnaps;
}
`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
// @public (undocumented)
export class Stadium2d extends Ellipse2d {
constructor(config: Omit<Geometry2dOptions, 'isClosed'> & {
width: number;
height: number;
});
// (undocumented)
config: Omit<Geometry2dOptions, 'isClosed'> & {
width: number;
height: number;
};
// (undocumented)
getVertices(): Vec[];
`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
}
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// @public (undocumented)
export abstract class StateNode implements Partial<TLEventHandlers> {
constructor(editor: Editor, parent?: StateNode);
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// (undocumented)
static children?: () => TLStateNodeConstructor[];
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// (undocumented)
children?: Record<string, StateNode>;
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
_currentToolIdMask: Atom<string | undefined, unknown>;
// (undocumented)
editor: Editor;
// (undocumented)
enter: (info: any, from: string) => void;
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// (undocumented)
exit: (info: any, from: string) => void;
getCurrent(): StateNode | undefined;
// (undocumented)
getCurrentToolIdMask(): string | undefined;
getIsActive(): boolean;
getPath(): string;
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// (undocumented)
handleEvent: (info: Exclude<TLEventInfo, TLPinchEventInfo>) => void;
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// (undocumented)
static id: string;
// (undocumented)
id: string;
// (undocumented)
static initial?: string;
// (undocumented)
initial?: string;
// (undocumented)
onCancel?: TLEventHandlers['onCancel'];
// (undocumented)
onComplete?: TLEventHandlers['onComplete'];
// (undocumented)
onDoubleClick?: TLEventHandlers['onDoubleClick'];
// (undocumented)
onEnter?: TLEnterEventHandler;
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// (undocumented)
onExit?: TLExitEventHandler;
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// (undocumented)
onInterrupt?: TLEventHandlers['onInterrupt'];
// (undocumented)
onKeyDown?: TLEventHandlers['onKeyDown'];
// (undocumented)
onKeyRepeat?: TLEventHandlers['onKeyRepeat'];
// (undocumented)
onKeyUp?: TLEventHandlers['onKeyUp'];
// (undocumented)
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
onLongPress?: TLEventHandlers['onLongPress'];
// (undocumented)
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onMiddleClick?: TLEventHandlers['onMiddleClick'];
// (undocumented)
onPointerDown?: TLEventHandlers['onPointerDown'];
// (undocumented)
onPointerMove?: TLEventHandlers['onPointerMove'];
// (undocumented)
onPointerUp?: TLEventHandlers['onPointerUp'];
// (undocumented)
onQuadrupleClick?: TLEventHandlers['onQuadrupleClick'];
// (undocumented)
onRightClick?: TLEventHandlers['onRightClick'];
// (undocumented)
[fix] Batch tick events (#3181) This PR fixes an issue where events happening on tick were not batched. ![Kapture 2024-03-17 at 22 49 52](https://github.com/tldraw/tldraw/assets/23072548/2bcfa335-a38f-46c4-a3f3-434cac61b6ce) We were listening to the `tick` event directly from the state node, rather than passing the event into the state chart at the top. This meant that it was bypassing the regular state chart rules, which was what got me looking at this; but then I noticed that we also weren't batching the changes, either. This causes computed stuff to re-compute after each atom is updated within the `onTick` handler, which can be a LOT. Before: <img width="1557" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/ba8791f2-faec-463d-945a-9f5920826aab"> After: <img width="1204" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/a00f8e4a-caca-406a-89a2-8cff0e01b642"> It's not game breaking but it's important enough to hotfix at least in the dot com. ### 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 ❗️ --> - [x] `bugfix` — Bug fix - [ ] `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. Select many shapes. 2. Resize them. ### Release Notes - Fix a performance issue effecting resizing multiple shapes.
2024-03-18 14:33:36 +00:00
onTick?: TLEventHandlers['onTick'];
// (undocumented)
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onTripleClick?: TLEventHandlers['onTripleClick'];
// (undocumented)
onWheel?: TLEventHandlers['onWheel'];
// (undocumented)
parent: StateNode;
// (undocumented)
_path: Computed<string>;
2023-04-25 11:01:25 +00:00
// (undocumented)
setCurrentToolIdMask(id: string | undefined): void;
// (undocumented)
[refactor] reduce dependencies on shape utils in editor (#1693) We'd like to make the @tldraw/editor layer more independent of specific shapes. Unfortunately there are many places where shape types and certain shape behavior is deeply embedded in the Editor. This PR begins to refactor out dependencies between the editor library and shape utils. It does this in two ways: - removing shape utils from the arguments of `isShapeOfType`, replacing with a generic - removing shape utils from the arguments of `getShapeUtil`, replacing with a generic - moving custom arrow info cache out of the util and into the editor class - changing the a tool's `shapeType` to be a string instead of a shape util We're here trading type safety based on inferred types—"hey editor, give me your instance of this shape util class"—for knowledge at the point of call—"hey editor, give me a shape util class of this type; and trust me it'll be an instance this shape util class". Likewise for shapes. ### A note on style We haven't really established our conventions or style when it comes to types, but I'm increasingly of the opinion that we should defer to the point of call to narrow a type based on generics (keeping the types in typescript land) rather than using arguments, which blur into JavaScript land. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests ### Release Notes - removes shape utils from the arguments of `isShapeOfType`, replacing with a generic - removes shape utils from the arguments of `getShapeUtil`, replacing with a generic - moves custom arrow info cache out of the util and into the editor class - changes the a tool's `shapeType` to be a string instead of a shape util
2023-07-07 13:56:31 +00:00
shapeType?: string;
transition: (id: string, info?: any) => this;
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// (undocumented)
type: TLStateNodeType;
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}
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
// @public (undocumented)
export const stopEventPropagation: (e: any) => any;
// @internal (undocumented)
export const SVG_PADDING = 32;
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// @public (undocumented)
export function SVGContainer({ children, className, ...rest }: SVGContainerProps): JSX_2.Element;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
export type SVGContainerProps = React_3.HTMLAttributes<SVGElement>;
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// @public (undocumented)
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
export interface SvgExportContext {
addExportDef(def: SvgExportDef): void;
Add component for viewing an image of a snapshot (#2804) This PR adds the `TldrawImage` component that displays a tldraw snapshot as an SVG image. ![2024-02-15 at 12 29 52 - Coral Cod](https://github.com/tldraw/tldraw/assets/15892272/14140e9e-7d6d-4dd3-88a3-86a6786325c5) ## Why We've seen requests for this kind of thing from users. eg: GitBook, and on discord: <img width="710" alt="image" src="https://github.com/tldraw/tldraw/assets/15892272/3d3a3e9d-66b9-42e7-81de-a70aa7165bdc"> The component provides a way to do that. This PR also untangles various bits of editor state from image exporting, which makes it easier for library users to export images more agnostically. (ie: they can now export any shapes on any page in any theme. previously, they had to change the user's state to do that). ## What else - This PR also adds an **Image snapshot** example to demonstrate the new component. - We now pass an `isDarkMode` property to the `toSvg` method (inside the `ctx` argument). This means that `toSvg` doesn't have to rely on editor state anymore. I updated all our `toSvg` methods to use it. - See code comments for more info. ## Any issues? When you toggle to editing mode in the new example, text measurements are initially wrong (until you edit the size of a text shape). Click on the text shape to see how its indicator is wrong. Not sure why this is, or if it's even related. Does it ring a bell with anyone? If not, I'll take a closer look. (fixed, see comments --steve) ## Future work Now that we've untangled image exporting from editor state, we could expose some more helpful helpers for making this easier. Fixes tld-2122 ### Change Type - [x] `minor` — New feature [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. Open the **Image snapshot** example. 2. Try editing the image, saving the image, and making sure the image updates. - [ ] Unit Tests - [ ] End to end tests ### Release Notes - Dev: Added the `TldrawImage` component. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2024-02-16 13:54:48 +00:00
readonly isDarkMode: boolean;
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
}
2023-04-25 11:01:25 +00:00
// @public (undocumented)
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>
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export interface SvgExportDef {
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// (undocumented)
React-powered SVG exports (#3117) ## Migration path 1. If any of your shapes implement `toSvg` for exports, you'll need to replace your implementation with a new version that returns JSX (it's a react component) instead of manually constructing SVG DOM nodes 2. `editor.getSvg` is deprecated. It still works, but will be going away in a future release. If you still need SVGs as DOM elements rather than strings, use `new DOMParser().parseFromString(svgString, 'image/svg+xml').firstElementChild` ## The change in detail At the moment, our SVG exports very carefully try to recreate the visuals of our shapes by manually constructing SVG DOM nodes. On its own this is really painful, but it also results in a lot of duplicated logic between the `component` and `getSvg` methods of shape utils. In #3020, we looked at using string concatenation & DOMParser to make this a bit less painful. This works, but requires specifying namespaces everywhere, is still pretty painful (no syntax highlighting or formatting), and still results in all that duplicated logic. I briefly experimented with creating my own version of the javascript language that let you embed XML like syntax directly. I was going to call it EXTREME JAVASCRIPT or XJS for short, but then I noticed that we already wrote the whole of tldraw in this thing called react and a (imo much worse named) version of the javascript xml thing already existed. Given the entire library already depends on react, what would it look like if we just used react directly for these exports? Turns out things get a lot simpler! Take a look at lmk what you think This diff was intended as a proof of concept, but is actually pretty close to being landable. The main thing is that here, I've deliberately leant into this being a big breaking change to see just how much code we could delete (turns out: lots). We could if we wanted to make this without making it a breaking change at all, but it would add back a lot of complexity on our side and run a fair bit slower --------- Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
2024-03-25 14:16:55 +00:00
getElement: () => null | Promise<null | ReactElement> | ReactElement;
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// (undocumented)
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
key: string;
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}
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
// @public
export const TAB_ID: string;
// @public (undocumented)
export type TLAfterChangeHandler<R extends TLRecord> = (prev: R, next: R, source: 'remote' | 'user') => void;
// @public (undocumented)
export type TLAfterCreateHandler<R extends TLRecord> = (record: R, source: 'remote' | 'user') => void;
// @public (undocumented)
export type TLAfterDeleteHandler<R extends TLRecord> = (record: R, source: 'remote' | 'user') => void;
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
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// @public (undocumented)
export type TLAnimationOptions = Partial<{
duration: number;
easing: (t: number) => number;
}>;
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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>
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// @public (undocumented)
export type TLAnyShapeUtilConstructor = TLShapeUtilConstructor<any>;
// @public (undocumented)
export interface TLArcInfo {
// (undocumented)
center: VecLike;
// (undocumented)
largeArcFlag: number;
// (undocumented)
length: number;
// (undocumented)
radius: number;
// (undocumented)
size: number;
// (undocumented)
sweepFlag: number;
}
// @public (undocumented)
export type TLArrowInfo = {
isStraight: false;
start: TLArrowPoint;
end: TLArrowPoint;
middle: VecLike;
handleArc: TLArcInfo;
bodyArc: TLArcInfo;
isValid: boolean;
} | {
isStraight: true;
start: TLArrowPoint;
end: TLArrowPoint;
middle: VecLike;
isValid: boolean;
length: number;
};
// @public (undocumented)
export type TLArrowPoint = {
handle: VecLike;
point: VecLike;
arrowhead: TLArrowShapeArrowheadStyle;
};
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// @public (undocumented)
export type TLBaseBoxShape = TLBaseShape<string, {
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w: number;
h: number;
}>;
// @public (undocumented)
export interface TLBaseEventInfo {
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// (undocumented)
altKey: boolean;
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// (undocumented)
ctrlKey: boolean;
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// (undocumented)
shiftKey: boolean;
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// (undocumented)
type: UiEventType;
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}
// @public (undocumented)
export type TLBatchCompleteHandler = () => void;
// @public (undocumented)
export type TLBeforeChangeHandler<R extends TLRecord> = (prev: R, next: R, source: 'remote' | 'user') => R;
// @public (undocumented)
export type TLBeforeCreateHandler<R extends TLRecord> = (record: R, source: 'remote' | 'user') => R;
// @public (undocumented)
export type TLBeforeDeleteHandler<R extends TLRecord> = (record: R, source: 'remote' | 'user') => false | void;
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLBrushProps = {
brush: BoxModel;
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
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color?: string;
opacity?: number;
className?: string;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export type TLCancelEvent = (info: TLCancelEventInfo) => void;
// @public (undocumented)
export type TLCancelEventInfo = {
type: 'misc';
name: 'cancel';
};
// @public (undocumented)
export type TLClickEvent = (info: TLClickEventInfo) => void;
// @public (undocumented)
export type TLClickEventInfo = TLBaseEventInfo & {
type: 'click';
name: TLCLickEventName;
point: VecLike;
pointerId: number;
button: number;
phase: 'down' | 'settle' | 'up';
} & TLPointerEventTarget;
// @public (undocumented)
export type TLCLickEventName = 'double_click' | 'quadruple_click' | 'triple_click';
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLCollaboratorHintProps = {
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
className?: string;
point: VecModel;
viewport: Box;
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
zoom: number;
opacity?: number;
color: string;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
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// @public (undocumented)
export type TLCommand<Name extends string = any, Data = any> = {
type: 'command';
data: Data;
name: Name;
preservesRedoStack?: boolean;
};
// @public (undocumented)
export type TLCommandHandler<Data> = {
do: (data: Data) => void;
undo: (data: Data) => void;
redo?: (data: Data) => void;
squash?: (prevData: Data, nextData: Data) => Data;
};
// @public (undocumented)
export type TLCommandHistoryOptions = Partial<{
squashing: boolean;
ephemeral: boolean;
preservesRedoStack: boolean;
}>;
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// @public (undocumented)
export type TLCompleteEvent = (info: TLCompleteEventInfo) => void;
// @public (undocumented)
export type TLCompleteEventInfo = {
type: 'misc';
name: 'complete';
};
// @public (undocumented)
export interface TLContent {
// (undocumented)
assets: TLAsset[];
// (undocumented)
rootShapeIds: TLShapeId[];
// (undocumented)
schema: SerializedSchema;
// (undocumented)
shapes: TLShape[];
}
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLCursorProps = {
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
className?: string;
point: null | VecModel;
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
zoom: number;
color?: string;
name: null | string;
chatMessage: string;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
2023-04-25 11:01:25 +00:00
// @public (undocumented)
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
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export const TldrawEditor: React_2.NamedExoticComponent<TldrawEditorProps>;
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// @public
export interface TldrawEditorBaseProps {
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autoFocus?: boolean;
children?: ReactNode;
className?: string;
components?: TLEditorComponents;
inferDarkMode?: boolean;
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>
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initialState?: string;
onMount?: TLOnMountHandler;
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>
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shapeUtils?: readonly TLAnyShapeUtilConstructor[];
tools?: readonly TLStateNodeConstructor[];
user?: TLUser;
}
// @public
export type TldrawEditorProps = Expand<TldrawEditorBaseProps & ({
store: TLStore | TLStoreWithStatus;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
} | {
store?: undefined;
snapshot?: StoreSnapshot<TLRecord>;
initialData?: SerializedStore<TLRecord>;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
persistenceKey?: string;
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
2023-06-05 14:11:07 +00:00
sessionId?: string;
Add support for project names (#1340) This PR adds some things that we need for the Project Name feature on tldraw.com. It should be reviewed alongside https://github.com/tldraw/tldraw-lite/pull/1814 ## Name Property This PR adds a `name` property to `TLDocument`. We use this to store a project's name. <img width="454" alt="Screenshot 2023-05-09 at 15 47 26" src="https://github.com/tldraw/tldraw/assets/15892272/f3be438e-aa0f-4dec-8f51-8dfd9f9d0ced"> ## Top Zone This PR adds a `topZone` area of the UI that we can add stuff to, similar to how `shareZone` works. It also adds an example to show where the `topZone` and `shareZone` are: <img width="1511" alt="Screenshot 2023-05-12 at 10 57 40" src="https://github.com/tldraw/tldraw/assets/15892272/f5e1cd33-017e-4aaf-bfee-4d85119e2974"> ## Breakpoints This PR change's the UI's breakpoints a little bit. It moves the action bar to the bottom a little bit earlier. (This gives us more space at the top for the project name). ![2023-05-12 at 11 08 26 - Fuchsia Bison](https://github.com/tldraw/tldraw/assets/15892272/34563cea-b1d1-47be-ac5e-5650ee0ba02d) ![2023-05-12 at 13 45 04 - Tan Mole](https://github.com/tldraw/tldraw/assets/15892272/ab190bd3-51d4-4a8b-88de-c72ab14bcba6) ## Input Blur This PR adds an `onBlur` parameter to `Input`. This was needed because 'clicking off' the input wasn't firing `onComplete` or `onCancel`. <img width="620" alt="Screenshot 2023-05-09 at 16 12 58" src="https://github.com/tldraw/tldraw/assets/15892272/3b28da74-0a74-4063-8053-e59e47027caf"> ## Create Project Name This PR adds an internal `createProjectName` property to `TldrawEditorConfig`. Similar to `derivePresenceState`, you can pass a custom function to it. It lets you control what gets used as the default project name. We use it to set different names in our local projects compared to shared projects. In the future, when we add more advanced project features, we could handle this better within the UI. <img width="454" alt="Screenshot 2023-05-09 at 15 47 26" src="https://github.com/tldraw/tldraw/assets/15892272/da9a4699-ac32-40d9-a97c-6c682acfac41"> ### Test Plan 1. Gradually reduce the width of the browser window. 2. Check that the actions menu jumps to the bottom before the style panel moves to the bottom. --- 1. In the examples app, open the `/zones` example. 2. Check that there's a 'top zone' at the top. - [ ] Unit Tests - [ ] Webdriver tests ### Release Note - [dev] Added a `topZone` area where you can put stuff. - [dev] Added a `name` property to `TLDocument` - and `app` methods for it. - [dev] Added an internal `createProjectName` config property for controlling the default project name. - [dev] Added an `onBlur` parameter to `Input`. - Moved the actions bar to the bottom on medium-sized screens. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2023-06-01 18:46:26 +00:00
defaultName?: string;
})>;
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// @public (undocumented)
export type TLEditorComponents = Partial<{
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
[K in keyof BaseEditorComponents]: BaseEditorComponents[K] | null;
} & ErrorComponents>;
// @public (undocumented)
export interface TLEditorOptions {
getContainer: () => HTMLElement;
inferDarkMode?: boolean;
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
initialState?: string;
shapeUtils: readonly TLShapeUtilConstructor<TLUnknownShape>[];
store: TLStore;
tools: readonly TLStateNodeConstructor[];
user?: TLUser;
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}
// @public (undocumented)
export type TLEnterEventHandler = (info: any, from: string) => void;
// @public (undocumented)
export interface TLErrorBoundaryProps {
// (undocumented)
children: React_3.ReactNode;
// (undocumented)
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>
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fallback: TLErrorFallbackComponent;
// (undocumented)
onError?: ((error: unknown) => void) | null;
}
// @public (undocumented)
export interface TLEventHandlers {
// (undocumented)
onCancel: TLCancelEvent;
// (undocumented)
onComplete: TLCompleteEvent;
// (undocumented)
onDoubleClick: TLClickEvent;
// (undocumented)
onInterrupt: TLInterruptEvent;
// (undocumented)
onKeyDown: TLKeyboardEvent;
// (undocumented)
onKeyRepeat: TLKeyboardEvent;
// (undocumented)
onKeyUp: TLKeyboardEvent;
// (undocumented)
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
onLongPress: TLPointerEvent;
// (undocumented)
onMiddleClick: TLPointerEvent;
// (undocumented)
onPointerDown: TLPointerEvent;
// (undocumented)
onPointerMove: TLPointerEvent;
// (undocumented)
onPointerUp: TLPointerEvent;
// (undocumented)
onQuadrupleClick: TLClickEvent;
// (undocumented)
onRightClick: TLPointerEvent;
// (undocumented)
[fix] Batch tick events (#3181) This PR fixes an issue where events happening on tick were not batched. ![Kapture 2024-03-17 at 22 49 52](https://github.com/tldraw/tldraw/assets/23072548/2bcfa335-a38f-46c4-a3f3-434cac61b6ce) We were listening to the `tick` event directly from the state node, rather than passing the event into the state chart at the top. This meant that it was bypassing the regular state chart rules, which was what got me looking at this; but then I noticed that we also weren't batching the changes, either. This causes computed stuff to re-compute after each atom is updated within the `onTick` handler, which can be a LOT. Before: <img width="1557" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/ba8791f2-faec-463d-945a-9f5920826aab"> After: <img width="1204" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/a00f8e4a-caca-406a-89a2-8cff0e01b642"> It's not game breaking but it's important enough to hotfix at least in the dot com. ### 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 ❗️ --> - [x] `bugfix` — Bug fix - [ ] `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. Select many shapes. 2. Resize them. ### Release Notes - Fix a performance issue effecting resizing multiple shapes.
2024-03-18 14:33:36 +00:00
onTick: TLTickEvent;
// (undocumented)
onTripleClick: TLClickEvent;
// (undocumented)
onWheel: TLWheelEvent;
}
2023-04-25 11:01:25 +00:00
// @public (undocumented)
[fix] Batch tick events (#3181) This PR fixes an issue where events happening on tick were not batched. ![Kapture 2024-03-17 at 22 49 52](https://github.com/tldraw/tldraw/assets/23072548/2bcfa335-a38f-46c4-a3f3-434cac61b6ce) We were listening to the `tick` event directly from the state node, rather than passing the event into the state chart at the top. This meant that it was bypassing the regular state chart rules, which was what got me looking at this; but then I noticed that we also weren't batching the changes, either. This causes computed stuff to re-compute after each atom is updated within the `onTick` handler, which can be a LOT. Before: <img width="1557" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/ba8791f2-faec-463d-945a-9f5920826aab"> After: <img width="1204" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/a00f8e4a-caca-406a-89a2-8cff0e01b642"> It's not game breaking but it's important enough to hotfix at least in the dot com. ### 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 ❗️ --> - [x] `bugfix` — Bug fix - [ ] `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. Select many shapes. 2. Resize them. ### Release Notes - Fix a performance issue effecting resizing multiple shapes.
2024-03-18 14:33:36 +00:00
export type TLEventInfo = TLCancelEventInfo | TLClickEventInfo | TLCompleteEventInfo | TLInterruptEventInfo | TLKeyboardEventInfo | TLPinchEventInfo | TLPointerEventInfo | TLTickEventInfo | TLWheelEventInfo;
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// @public (undocumented)
export interface TLEventMap {
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// (undocumented)
'change-history': [{
reason: 'bail';
markId?: string;
} | {
reason: 'push' | 'redo' | 'undo';
}];
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// (undocumented)
'mark-history': [{
id: string;
}];
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// (undocumented)
'max-shapes': [{
name: string;
pageId: TLPageId;
count: number;
}];
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// (undocumented)
'stop-camera-animation': [];
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// (undocumented)
'stop-following': [];
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// (undocumented)
change: [HistoryEntry<TLRecord>];
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// (undocumented)
crash: [{
error: unknown;
}];
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// (undocumented)
event: [TLEventInfo];
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// (undocumented)
frame: [number];
// (undocumented)
mount: [];
// (undocumented)
tick: [number];
// (undocumented)
update: [];
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}
// @public (undocumented)
export type TLEventMapHandler<T extends keyof TLEventMap> = (...args: TLEventMap[T]) => void;
2023-04-25 11:01:25 +00:00
// @public (undocumented)
[fix] Batch tick events (#3181) This PR fixes an issue where events happening on tick were not batched. ![Kapture 2024-03-17 at 22 49 52](https://github.com/tldraw/tldraw/assets/23072548/2bcfa335-a38f-46c4-a3f3-434cac61b6ce) We were listening to the `tick` event directly from the state node, rather than passing the event into the state chart at the top. This meant that it was bypassing the regular state chart rules, which was what got me looking at this; but then I noticed that we also weren't batching the changes, either. This causes computed stuff to re-compute after each atom is updated within the `onTick` handler, which can be a LOT. Before: <img width="1557" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/ba8791f2-faec-463d-945a-9f5920826aab"> After: <img width="1204" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/a00f8e4a-caca-406a-89a2-8cff0e01b642"> It's not game breaking but it's important enough to hotfix at least in the dot com. ### 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 ❗️ --> - [x] `bugfix` — Bug fix - [ ] `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. Select many shapes. 2. Resize them. ### Release Notes - Fix a performance issue effecting resizing multiple shapes.
2024-03-18 14:33:36 +00:00
export type TLEventName = 'cancel' | 'complete' | 'interrupt' | 'tick' | 'wheel' | TLCLickEventName | TLKeyboardEventName | TLPinchEventName | TLPointerEventName;
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// @public (undocumented)
export type TLExitEventHandler = (info: any, to: string) => void;
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// @public (undocumented)
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
export type TLExternalAssetContent = {
type: 'file';
file: File;
} | {
type: 'url';
url: string;
};
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`ExternalContentManager` for handling external content (files, images, etc) (#1550) This PR improves the editor's APIs around creating assets and files. This allows end user developers to replace behavior that might occur, for example, when pasting images or dragging files onto the canvas. Here, we: - remove `onCreateAssetFromFile` prop - remove `onCreateBookmarkFromUrl` prop - introduce `onEditorReady` prop - introduce `onEditorWillDispose` prop - introduce `ExternalContentManager` The `ExternalContentManager` (ECM) is used in circumstances where we're turning external content (text, images, urls, etc) into assets or shapes. It is designed to allow certain methods to be overwritten by other developers as a kind of weakly supported hack. For example, when a user drags an image onto the canvas, the event handler passes a `TLExternalContent` object to the editor's `putExternalContent` method. This method runs the ECM's handler for this content type. That handler may in turn run other methods, such as `createAssetFromFile` or `createShapesForAssets`, which will lead to the image being created on the canvas. If a developer wanted to change the way that assets are created from files, then they could overwrite that method at runtime. ```ts const handleEditorReady = (editor: Editor) => { editor.externalContentManager.createAssetFromFile = myHandler } function Example() { return <Tldraw onEditorReady={handleEditorReady}/> } ``` If you wanted to go even deeper, you could override the editor's `putExternalContent` method. ```ts const handleEditorReady = (editor: Editor) => { const handleExternalContent = (info: TLExternalContent): Promise<void> => { if (info.type === 'files') { // do something here } else { // do the normal thing editor.externalContentManager.handleContent(info) } } ``` ### Change Type - [x] `major` ### Test Plan 1. Drag images, urls, etc. onto the canvas 2. Use copy and paste for single and multiple files 3. Use bookmark / embed shapes and convert between eachother ### Release Notes - [editor] add `ExternalContentManager` for plopping content onto the canvas - [editor] remove `onCreateAssetFromFile` prop - [editor] remove `onCreateBookmarkFromUrl` prop - [editor] introduce `onEditorReady` prop - [editor] introduce `onEditorWillDispose` prop - [editor] introduce `ExternalContentManager`
2023-06-08 14:53:11 +00:00
// @public (undocumented)
export type TLExternalContent = {
sources?: TLExternalContentSource[];
point?: VecLike;
} & ({
`ExternalContentManager` for handling external content (files, images, etc) (#1550) This PR improves the editor's APIs around creating assets and files. This allows end user developers to replace behavior that might occur, for example, when pasting images or dragging files onto the canvas. Here, we: - remove `onCreateAssetFromFile` prop - remove `onCreateBookmarkFromUrl` prop - introduce `onEditorReady` prop - introduce `onEditorWillDispose` prop - introduce `ExternalContentManager` The `ExternalContentManager` (ECM) is used in circumstances where we're turning external content (text, images, urls, etc) into assets or shapes. It is designed to allow certain methods to be overwritten by other developers as a kind of weakly supported hack. For example, when a user drags an image onto the canvas, the event handler passes a `TLExternalContent` object to the editor's `putExternalContent` method. This method runs the ECM's handler for this content type. That handler may in turn run other methods, such as `createAssetFromFile` or `createShapesForAssets`, which will lead to the image being created on the canvas. If a developer wanted to change the way that assets are created from files, then they could overwrite that method at runtime. ```ts const handleEditorReady = (editor: Editor) => { editor.externalContentManager.createAssetFromFile = myHandler } function Example() { return <Tldraw onEditorReady={handleEditorReady}/> } ``` If you wanted to go even deeper, you could override the editor's `putExternalContent` method. ```ts const handleEditorReady = (editor: Editor) => { const handleExternalContent = (info: TLExternalContent): Promise<void> => { if (info.type === 'files') { // do something here } else { // do the normal thing editor.externalContentManager.handleContent(info) } } ``` ### Change Type - [x] `major` ### Test Plan 1. Drag images, urls, etc. onto the canvas 2. Use copy and paste for single and multiple files 3. Use bookmark / embed shapes and convert between eachother ### Release Notes - [editor] add `ExternalContentManager` for plopping content onto the canvas - [editor] remove `onCreateAssetFromFile` prop - [editor] remove `onCreateBookmarkFromUrl` prop - [editor] introduce `onEditorReady` prop - [editor] introduce `onEditorWillDispose` prop - [editor] introduce `ExternalContentManager`
2023-06-08 14:53:11 +00:00
type: 'embed';
url: string;
embed: EmbedDefinition;
} | {
type: 'files';
files: File[];
ignoreParent: boolean;
} | {
type: 'svg-text';
text: string;
} | {
type: 'text';
text: string;
} | {
type: 'url';
url: string;
});
// @public (undocumented)
export type TLExternalContentSource = {
type: 'error';
data: null | string;
reason: string;
} | {
type: 'excalidraw';
data: any;
} | {
type: 'text';
data: string;
subtype: 'html' | 'json' | 'text' | 'url';
} | {
type: 'tldraw';
data: TLContent;
`ExternalContentManager` for handling external content (files, images, etc) (#1550) This PR improves the editor's APIs around creating assets and files. This allows end user developers to replace behavior that might occur, for example, when pasting images or dragging files onto the canvas. Here, we: - remove `onCreateAssetFromFile` prop - remove `onCreateBookmarkFromUrl` prop - introduce `onEditorReady` prop - introduce `onEditorWillDispose` prop - introduce `ExternalContentManager` The `ExternalContentManager` (ECM) is used in circumstances where we're turning external content (text, images, urls, etc) into assets or shapes. It is designed to allow certain methods to be overwritten by other developers as a kind of weakly supported hack. For example, when a user drags an image onto the canvas, the event handler passes a `TLExternalContent` object to the editor's `putExternalContent` method. This method runs the ECM's handler for this content type. That handler may in turn run other methods, such as `createAssetFromFile` or `createShapesForAssets`, which will lead to the image being created on the canvas. If a developer wanted to change the way that assets are created from files, then they could overwrite that method at runtime. ```ts const handleEditorReady = (editor: Editor) => { editor.externalContentManager.createAssetFromFile = myHandler } function Example() { return <Tldraw onEditorReady={handleEditorReady}/> } ``` If you wanted to go even deeper, you could override the editor's `putExternalContent` method. ```ts const handleEditorReady = (editor: Editor) => { const handleExternalContent = (info: TLExternalContent): Promise<void> => { if (info.type === 'files') { // do something here } else { // do the normal thing editor.externalContentManager.handleContent(info) } } ``` ### Change Type - [x] `major` ### Test Plan 1. Drag images, urls, etc. onto the canvas 2. Use copy and paste for single and multiple files 3. Use bookmark / embed shapes and convert between eachother ### Release Notes - [editor] add `ExternalContentManager` for plopping content onto the canvas - [editor] remove `onCreateAssetFromFile` prop - [editor] remove `onCreateBookmarkFromUrl` prop - [editor] introduce `onEditorReady` prop - [editor] introduce `onEditorWillDispose` prop - [editor] introduce `ExternalContentManager`
2023-06-08 14:53:11 +00:00
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLGridProps = {
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
x: number;
y: number;
z: number;
size: number;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLHandleProps = {
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
shapeId: TLShapeId;
handle: TLHandle;
zoom: number;
isCoarse: boolean;
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
className?: string;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLHandlesProps = {
children: ReactNode;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export type TLHistoryEntry = TLCommand | TLHistoryMark;
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// @public (undocumented)
export type TLHistoryMark = {
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type: 'STOP';
id: string;
onUndo: boolean;
onRedo: boolean;
};
// @public (undocumented)
export type TLInterruptEvent = (info: TLInterruptEventInfo) => void;
// @public (undocumented)
export type TLInterruptEventInfo = {
type: 'misc';
name: 'interrupt';
};
// @public (undocumented)
export type TLKeyboardEvent = (info: TLKeyboardEventInfo) => void;
// @public (undocumented)
export type TLKeyboardEventInfo = TLBaseEventInfo & {
type: 'keyboard';
name: TLKeyboardEventName;
key: string;
code: string;
};
// @public (undocumented)
export type TLKeyboardEventName = 'key_down' | 'key_repeat' | 'key_up';
// @public (undocumented)
export type TLOnBeforeCreateHandler<T extends TLShape> = (next: T) => T | void;
// @public (undocumented)
export type TLOnBeforeUpdateHandler<T extends TLShape> = (prev: T, next: T) => T | void;
// @internal (undocumented)
export type TLOnBindingChangeHandler<T extends TLShape> = (shape: T) => TLShapePartial<T> | void;
// @public (undocumented)
export type TLOnChildrenChangeHandler<T extends TLShape> = (shape: T) => TLShapePartial[] | void;
// @public (undocumented)
export type TLOnClickHandler<T extends TLShape> = (shape: T) => TLShapePartial<T> | void;
// @public (undocumented)
export type TLOnDoubleClickHandleHandler<T extends TLShape> = (shape: T, handle: TLHandle) => TLShapePartial<T> | void;
// @public (undocumented)
export type TLOnDoubleClickHandler<T extends TLShape> = (shape: T) => TLShapePartial<T> | void;
// @public (undocumented)
export type TLOnDragHandler<T extends TLShape, R = void> = (shape: T, shapes: TLShape[]) => R;
// @public (undocumented)
export type TLOnEditEndHandler<T extends TLShape> = (shape: T) => void;
// @public (undocumented)
arrows: add ability to change label placement (#2557) This adds the ability to drag the label on an arrow to a different location within the line segment/arc. https://github.com/tldraw/tldraw/assets/469604/dbd2ee35-bebc-48d6-b8ee-fcf12ce91fa5 - A lot of the complexity lay in ensuring a fixed distance from the ends of the arrowheads. - I added a new type of handle `text-adjust` that makes the text box the very handle itself. - I added a `ARROW_HANDLES` enum - we should use more enums! - The bulk of the changes are in ArrowShapeUtil — check that out in particular obviously :) Along the way, I tried to improve a couple spots as I touched them: - added some more documentation to Vec.ts because some of the functions in there were obscure/new to me. (at least the naming, hah) - added `getPointOnCircle` which was being done in a couple places independently and refactored those places. ### Questions - the `getPointOnCircle` API changed. Is this considered breaking and/or should I leave the signature the same? Wasn't sure if it was a big deal or not. - I made `labelPosition` in the schema always but I guess it could have been optional? Lemme know if there's a preference. - Any feedback on tests? Happy to expand those if necessary. ### Change Type - [ ] `patch` — Bug fix - [x] `minor` — New feature - [ ] `major` — Breaking change - [ ] `dependencies` — Changes to package dependencies[^1] - [ ] `documentation` — Changes to the documentation only[^2] - [ ] `tests` — Changes to any test code only[^2] - [ ] `internal` — Any other changes that don't affect the published package[^2] - [ ] I don't know [^1]: publishes a `patch` release, for devDependencies use `internal` [^2]: will not publish a new version ### Test Plan 1. For arrow in [straightArrow, curvedArrow] test the following: a. Label in the middle b. Label at both ends of the arrow c. Test arrows in different directions d. Rotating the endpoints and seeing that the label stays at the end of the arrow at a fixed width. e. Test different stroke widths. f. Test with different arrowheads. 2. Also, test arcs that are more circle like than arc-like. - [x] Unit Tests - [ ] End to end tests ### Release Notes - Adds ability to change label position on arrows. --------- Co-authored-by: Steve Ruiz <steveruizok@gmail.com> Co-authored-by: alex <alex@dytry.ch>
2024-01-24 10:19:20 +00:00
export type TLOnHandleDragHandler<T extends TLShape> = (shape: T, info: {
handle: TLHandle;
isPrecise: boolean;
initial?: T | undefined;
}) => TLShapePartial<T> | void;
// @public
export type TLOnMountHandler = (editor: Editor) => (() => undefined | void) | undefined | void;
// @public (undocumented)
export type TLOnResizeEndHandler<T extends TLShape> = TLEventChangeHandler<T>;
// @public (undocumented)
`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
export type TLOnResizeHandler<T extends TLShape> = (shape: T, info: TLResizeInfo<T>) => Omit<TLShapePartial<T>, 'id' | 'type'> | undefined | void;
// @public (undocumented)
export type TLOnResizeStartHandler<T extends TLShape> = TLEventStartHandler<T>;
// @public (undocumented)
export type TLOnRotateEndHandler<T extends TLShape> = TLEventChangeHandler<T>;
// @public (undocumented)
export type TLOnRotateHandler<T extends TLShape> = TLEventChangeHandler<T>;
// @public (undocumented)
export type TLOnRotateStartHandler<T extends TLShape> = TLEventStartHandler<T>;
// @public (undocumented)
export type TLOnTranslateEndHandler<T extends TLShape> = TLEventChangeHandler<T>;
// @public (undocumented)
export type TLOnTranslateHandler<T extends TLShape> = TLEventChangeHandler<T>;
// @public (undocumented)
export type TLOnTranslateStartHandler<T extends TLShape> = TLEventStartHandler<T>;
// @public (undocumented)
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export type TLPinchEvent = (info: TLPinchEventInfo) => void;
// @public (undocumented)
export type TLPinchEventInfo = TLBaseEventInfo & {
type: 'pinch';
name: TLPinchEventName;
point: VecModel;
delta: VecModel;
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};
// @public (undocumented)
export type TLPinchEventName = 'pinch_end' | 'pinch_start' | 'pinch';
// @public (undocumented)
export type TLPointerEvent = (info: TLPointerEventInfo) => void;
// @public (undocumented)
export type TLPointerEventInfo = TLBaseEventInfo & {
type: 'pointer';
name: TLPointerEventName;
point: VecLike;
pointerId: number;
button: number;
isPen: boolean;
} & TLPointerEventTarget;
// @public (undocumented)
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.
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export type TLPointerEventName = 'long_press' | 'middle_click' | 'pointer_down' | 'pointer_move' | 'pointer_up' | 'right_click';
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// @public (undocumented)
export type TLPointerEventTarget = {
target: 'canvas';
shape?: undefined;
} | {
target: 'handle';
shape: TLShape;
handle: TLHandle;
} | {
target: 'selection';
handle?: TLSelectionHandle;
shape?: undefined;
} | {
target: 'shape';
shape: TLShape;
};
// @public (undocumented)
export type TLResizeHandle = SelectionCorner | SelectionEdge;
// @public
export type TLResizeInfo<T extends TLShape> = {
newPoint: Vec;
handle: TLResizeHandle;
mode: TLResizeMode;
scaleX: number;
scaleY: number;
initialBounds: Box;
initialShape: T;
};
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// @public
export type TLResizeMode = 'resize_bounds' | 'scale_shape';
// @public (undocumented)
export type TLResizeShapeOptions = Partial<{
initialBounds: Box;
scaleOrigin: VecLike;
scaleAxisRotation: number;
initialShape: TLShape;
initialPageTransform: MatLike;
dragHandle: TLResizeHandle;
mode: TLResizeMode;
}>;
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
// @public
export type TLRotationSnapshot = {
selectionPageCenter: Vec;
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
initialCursorAngle: number;
initialSelectionRotation: number;
shapeSnapshots: {
shape: TLShape;
initialPagePoint: Vec;
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
}[];
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLScribbleProps = {
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
scribble: TLScribble;
zoom: number;
color?: string;
opacity?: number;
className?: string;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLSelectionBackgroundProps = {
bounds: Box;
`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
rotation: number;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLSelectionForegroundProps = {
bounds: Box;
`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
rotation: number;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export type TLSelectionHandle = RotateCorner | SelectionCorner | SelectionEdge;
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
2023-06-05 14:11:07 +00:00
// @public
export interface TLSessionStateSnapshot {
// (undocumented)
currentPageId: TLPageId;
// (undocumented)
exportBackground: boolean;
// (undocumented)
isDebugMode: boolean;
// (undocumented)
isFocusMode: boolean;
// (undocumented)
isGridMode: boolean;
// (undocumented)
isToolLocked: boolean;
// (undocumented)
pageStates: Array<{
pageId: TLPageId;
camera: {
x: number;
y: number;
z: number;
};
`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
selectedShapeIds: TLShapeId[];
focusedGroupId: null | TLShapeId;
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
2023-06-05 14:11:07 +00:00
}>;
// (undocumented)
version: number;
}
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLShapeIndicatorProps = {
shapeId: TLShapeId;
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
color?: string | undefined;
opacity?: number;
className?: string;
hidden?: boolean;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
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>
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export interface TLShapeUtilCanvasSvgDef {
// (undocumented)
component: React.ComponentType;
// (undocumented)
key: string;
}
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// @public (undocumented)
export interface TLShapeUtilConstructor<T extends TLUnknownShape, U extends ShapeUtil<T> = ShapeUtil<T>> {
// (undocumented)
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
new (editor: Editor): U;
// (undocumented)
migrations?: Migrations;
// (undocumented)
props?: ShapeProps<T>;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
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// (undocumented)
type: T['type'];
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}
// @public (undocumented)
export type TLShapeUtilFlag<T> = (shape: T) => boolean;
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
// @public (undocumented)
export type TLSnapIndicatorProps = {
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
className?: string;
line: SnapIndicator;
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
zoom: number;
};
Remove helpers / extraneous API methods. (#1745) This PR removes several extraneous computed values from the editor. It adds some silly instance state onto the instance state record and unifies a few methods which were inconsistent. This is fit and finish work 🧽 ## Computed Values In general, where once we had a getter and setter for `isBlahMode`, which really masked either an `_isBlahMode` atom on the editor or `instanceState.isBlahMode`, these are merged into `instanceState`; they can be accessed / updated via `editor.instanceState` / `editor.updateInstanceState`. ## tldraw select tool specific things This PR also removes some tldraw specific state checks and creates new component overrides to allow us to include them in tldraw/tldraw. ### Change Type - [x] `major` — Breaking change ### Test Plan - [x] Unit Tests - [x] End to end tests ### Release Notes - [tldraw] rename `useReadonly` to `useReadOnly` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isChangingStyle` - [editor] remove `Editor.isCoarsePointer` - [editor] remove `Editor.isDarkMode` - [editor] remove `Editor.isFocused` - [editor] remove `Editor.isGridMode` - [editor] remove `Editor.isPenMode` - [editor] remove `Editor.isReadOnly` - [editor] remove `Editor.isSnapMode` - [editor] remove `Editor.isToolLocked` - [editor] remove `Editor.locale` - [editor] rename `Editor.pageState` to `Editor.currentPageState` - [editor] add `Editor.pageStates` - [editor] add `Editor.setErasingIds` - [editor] add `Editor.setEditingId` - [editor] add several new component overrides
2023-07-18 21:50:23 +00:00
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export interface TLStateNodeConstructor {
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// (undocumented)
new (editor: Editor, parent?: StateNode): StateNode;
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// (undocumented)
children?: () => TLStateNodeConstructor[];
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// (undocumented)
id: string;
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// (undocumented)
initial?: string;
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}
// @public (undocumented)
export type TLStoreEventInfo = HistoryEntry<TLRecord>;
// @public (undocumented)
export type TLStoreOptions = {
initialData?: SerializedStore<TLRecord>;
defaultName?: string;
} & ({
schema?: StoreSchema<TLRecord, TLStoreProps>;
} | {
shapeUtils?: readonly TLAnyShapeUtilConstructor[];
});
// @public (undocumented)
export type TLStoreWithStatus = {
readonly status: 'error';
readonly store?: undefined;
readonly error: Error;
} | {
readonly status: 'loading';
readonly store?: undefined;
readonly error?: undefined;
} | {
readonly status: 'not-synced';
readonly store: TLStore;
readonly error?: undefined;
} | {
readonly status: 'synced-local';
readonly store: TLStore;
readonly error?: undefined;
} | {
readonly status: 'synced-remote';
readonly connectionStatus: 'offline' | 'online';
readonly store: TLStore;
readonly error?: undefined;
};
// @public (undocumented)
export type TLSvgOptions = {
bounds: Box;
scale: number;
background: boolean;
padding: number;
darkMode?: boolean;
preserveAspectRatio: React.SVGAttributes<SVGSVGElement>['preserveAspectRatio'];
};
2023-04-25 11:01:25 +00:00
// @public (undocumented)
[fix] Batch tick events (#3181) This PR fixes an issue where events happening on tick were not batched. ![Kapture 2024-03-17 at 22 49 52](https://github.com/tldraw/tldraw/assets/23072548/2bcfa335-a38f-46c4-a3f3-434cac61b6ce) We were listening to the `tick` event directly from the state node, rather than passing the event into the state chart at the top. This meant that it was bypassing the regular state chart rules, which was what got me looking at this; but then I noticed that we also weren't batching the changes, either. This causes computed stuff to re-compute after each atom is updated within the `onTick` handler, which can be a LOT. Before: <img width="1557" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/ba8791f2-faec-463d-945a-9f5920826aab"> After: <img width="1204" alt="image" src="https://github.com/tldraw/tldraw/assets/23072548/a00f8e4a-caca-406a-89a2-8cff0e01b642"> It's not game breaking but it's important enough to hotfix at least in the dot com. ### 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 ❗️ --> - [x] `bugfix` — Bug fix - [ ] `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. Select many shapes. 2. Resize them. ### Release Notes - Fix a performance issue effecting resizing multiple shapes.
2024-03-18 14:33:36 +00:00
export type TLTickEvent = (info: TLTickEventInfo) => void;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// @public
export interface TLUserPreferences {
// (undocumented)
animationSpeed?: null | number;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// (undocumented)
color?: null | string;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// (undocumented)
edgeScrollSpeed?: null | number;
// (undocumented)
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
id: string;
// (undocumented)
isDarkMode?: boolean | null;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// (undocumented)
isSnapMode?: boolean | null;
Independent instance state persistence (#1493) This PR - Removes UserDocumentRecordType - moving isSnapMode to user preferences - moving isGridMode and isPenMode to InstanceRecordType - deleting the other properties which are no longer needed. - Creates a separate pipeline for persisting instance state. Previously the instance state records were stored alongside the document state records, and in order to load the state for a particular instance (in our case, a particular tab) you needed to pass the 'instanceId' prop. This prop ended up totally pervading the public API and people ran into all kinds of issues with it, e.g. using the same instance id in multiple editor instances. There was also an issue whereby it was hard for us to clean up old instance state so the idb table ended up bloating over time. This PR makes it so that rather than passing an instanceId, you load the instance state yourself while creating the store. It provides tools to make that easy. - Undoes the assumption that we might have more than one instance's state in the store. - Like `document`, `instance` now has a singleton id `instance:instance`. - Page state ids and camera ids are no longer random, but rather derive from the page they belong to. This is like having a foreign primary key in SQL databases. It's something i'd love to support fully as part of the RecordType/Store api. Tests to do - [x] Test Migrations - [x] Test Store.listen filtering - [x] Make type sets in Store public and readonly - [x] Test RecordType.createId - [x] Test Instance state snapshot loading/exporting - [x] Manual test File I/O - [x] Manual test Vscode extension with multiple tabs - [x] Audit usages of store.query - [x] Audit usages of changed types: InstanceRecordType, 'instance', InstancePageStateRecordType, 'instance_page_state', 'user_document', 'camera', CameraRecordType, InstancePresenceRecordType, 'instance_presence' - [x] Test user preferences - [x] Manual test isSnapMode and isGridMode and isPenMode - [ ] Test indexedDb functions - [x] Add instanceId stuff back ### Change Type - [x] `major` — Breaking Change ### Test Plan 1. Add a step-by-step description of how to test your PR here. 2. - [ ] Unit Tests - [ ] Webdriver tests ### Release Notes - Add a brief release note for your PR here.
2023-06-05 14:11:07 +00:00
// (undocumented)
isWrapMode?: boolean | null;
// (undocumented)
locale?: null | string;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// (undocumented)
name?: null | string;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
}
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export type TLWheelEvent = (info: TLWheelEventInfo) => void;
// @public (undocumented)
export type TLWheelEventInfo = TLBaseEventInfo & {
type: 'wheel';
name: 'wheel';
delta: VecModel;
point: VecModel;
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};
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
// @public
export function toDomPrecision(v: number): number;
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// @public (undocumented)
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
export function toFixed(v: number): number;
// @public
export function toPrecision(n: number, precision?: number): number;
export { track }
export { transact }
export { transaction }
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// @public (undocumented)
export type UiEvent = TLCancelEvent | TLClickEvent | TLCompleteEvent | TLKeyboardEvent | TLPinchEvent | TLPointerEvent;
// @public (undocumented)
export type UiEventType = 'click' | 'keyboard' | 'pinch' | 'pointer' | 'wheel' | 'zoom';
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
// @public (undocumented)
export function uniq<T>(array: {
readonly length: number;
readonly [n: number]: T;
} | null | undefined): T[];
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// @public
export function uniqueId(): string;
export { useComputed }
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// @public (undocumented)
export function useContainer(): HTMLDivElement;
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// @public (undocumented)
export function useEditor(): Editor;
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// @public (undocumented)
export function useEditorComponents(): Partial<{
Background: ComponentType | null;
SvgDefs: ComponentType | null;
Brush: ComponentType<TLBrushProps> | null;
ZoomBrush: ComponentType<TLBrushProps> | null;
ShapeIndicator: ComponentType<TLShapeIndicatorProps> | null;
Cursor: ComponentType<TLCursorProps> | null;
Canvas: ComponentType<TLCanvasComponentProps> | null;
CollaboratorBrush: ComponentType<TLBrushProps> | null;
CollaboratorCursor: ComponentType<TLCursorProps> | null;
CollaboratorHint: ComponentType<TLCollaboratorHintProps> | null;
CollaboratorShapeIndicator: ComponentType<TLShapeIndicatorProps> | null;
Grid: ComponentType<TLGridProps> | null;
Scribble: ComponentType<TLScribbleProps> | null;
CollaboratorScribble: ComponentType<TLScribbleProps> | null;
SnapIndicator: ComponentType<TLSnapIndicatorProps> | null;
Handles: ComponentType<TLHandlesProps> | null;
Handle: ComponentType<TLHandleProps> | null;
Spinner: ComponentType | null;
SelectionForeground: ComponentType<TLSelectionForegroundProps> | null;
SelectionBackground: ComponentType<TLSelectionBackgroundProps> | null;
OnTheCanvas: ComponentType | null;
InFrontOfTheCanvas: ComponentType | null;
LoadingScreen: ComponentType | null;
} & ErrorComponents> & ErrorComponents;
// @internal
export function useEvent<Args extends Array<unknown>, Result>(handler: (...args: Args) => Result): (...args: Args) => Result;
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
// @public (undocumented)
export function useIsCropping(shapeId: TLShapeId): boolean;
// @public (undocumented)
export function useIsDarkMode(): boolean;
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
// @public (undocumented)
export function useIsEditing(shapeId: TLShapeId): boolean;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// @internal (undocumented)
export function useLocalStore({ persistenceKey, sessionId, ...rest }: {
persistenceKey?: string;
sessionId?: string;
snapshot?: StoreSnapshot<TLRecord>;
} & TLStoreOptions): TLStoreWithStatus;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// @internal (undocumented)
export function usePeerIds(): string[];
// @internal (undocumented)
export function usePresence(userId: string): null | TLInstancePresence;
export { useQuickReactor }
2023-04-25 11:01:25 +00:00
// @internal (undocumented)
export const USER_COLORS: readonly ["#FF802B", "#EC5E41", "#F2555A", "#F04F88", "#E34BA9", "#BD54C6", "#9D5BD2", "#7B66DC", "#02B1CC", "#11B3A3", "#39B178", "#55B467"];
export { useReactor }
2023-04-25 11:01:25 +00:00
// @internal
export function useSafeId(): string;
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +00:00
// @public (undocumented)
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
export function useSelectionEvents(handle: TLSelectionHandle): {
onPointerDown: PointerEventHandler<Element>;
onPointerMove: (e: React.PointerEvent) => void;
onPointerUp: PointerEventHandler<Element>;
};
// @internal (undocumented)
export function useShallowArrayIdentity<T>(arr: readonly T[]): readonly T[];
// @internal (undocumented)
export function useShallowObjectIdentity<T extends Record<string, unknown>>(arr: T): T;
React-powered SVG exports (#3117) ## Migration path 1. If any of your shapes implement `toSvg` for exports, you'll need to replace your implementation with a new version that returns JSX (it's a react component) instead of manually constructing SVG DOM nodes 2. `editor.getSvg` is deprecated. It still works, but will be going away in a future release. If you still need SVGs as DOM elements rather than strings, use `new DOMParser().parseFromString(svgString, 'image/svg+xml').firstElementChild` ## The change in detail At the moment, our SVG exports very carefully try to recreate the visuals of our shapes by manually constructing SVG DOM nodes. On its own this is really painful, but it also results in a lot of duplicated logic between the `component` and `getSvg` methods of shape utils. In #3020, we looked at using string concatenation & DOMParser to make this a bit less painful. This works, but requires specifying namespaces everywhere, is still pretty painful (no syntax highlighting or formatting), and still results in all that duplicated logic. I briefly experimented with creating my own version of the javascript language that let you embed XML like syntax directly. I was going to call it EXTREME JAVASCRIPT or XJS for short, but then I noticed that we already wrote the whole of tldraw in this thing called react and a (imo much worse named) version of the javascript xml thing already existed. Given the entire library already depends on react, what would it look like if we just used react directly for these exports? Turns out things get a lot simpler! Take a look at lmk what you think This diff was intended as a proof of concept, but is actually pretty close to being landable. The main thing is that here, I've deliberately leant into this being a big breaking change to see just how much code we could delete (turns out: lots). We could if we wanted to make this without making it a breaking change at all, but it would add back a lot of complexity on our side and run a fair bit slower --------- Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
2024-03-25 14:16:55 +00:00
// @public
export function useSvgExportContext(): {
isDarkMode: boolean;
} | null;
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
// @public (undocumented)
export function useTLStore(opts: TLStoreOptions & {
snapshot?: StoreSnapshot<TLRecord>;
}): TLStore;
// @public (undocumented)
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
export function useTransform(ref: React.RefObject<HTMLElement | SVGElement>, x?: number, y?: number, scale?: number, rotate?: number, additionalOffset?: VecLike): void;
export { useValue }
// @public (undocumented)
export class Vec {
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
constructor(x?: number, y?: number, z?: number);
// (undocumented)
static Abs(A: VecLike): Vec;
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
// (undocumented)
abs(): this;
// (undocumented)
static Add(A: VecLike, B: VecLike): Vec;
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
// (undocumented)
add(V: VecLike): this;
// (undocumented)
static AddScalar(A: VecLike, n: number): Vec;
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
// (undocumented)
addScalar(n: number): this;
// (undocumented)
static AddXY(A: VecLike, x: number, y: number): Vec;
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
// (undocumented)
addXY(x: number, y: number): this;
// (undocumented)
static Angle(A: VecLike, B: VecLike): number;
// (undocumented)
angle(B: VecLike): number;
// (undocumented)
static Average(arr: VecLike[]): Vec;
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
// (undocumented)
static Cast(A: VecLike): Vec;
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
// (undocumented)
static Clamp(A: Vec, min: number, max?: number): Vec;
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
// (undocumented)
clamp(min: number, max?: number): this;
// (undocumented)
static Clockwise(A: VecLike, B: VecLike, C: VecLike): boolean;
// (undocumented)
clone(): Vec;
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 Cpr(A: VecLike, B: VecLike): number;
// (undocumented)
cpr(V: VecLike): number;
// (undocumented)
static Cross(A: VecLike, V: VecLike): Vec;
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
// (undocumented)
cross(V: VecLike): this;
// (undocumented)
static Dist(A: VecLike, B: VecLike): number;
// (undocumented)
dist(V: VecLike): number;
// (undocumented)
static Dist2(A: VecLike, B: VecLike): number;
// (undocumented)
static DistanceToLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp?: boolean): number;
// (undocumented)
distanceToLineSegment(A: VecLike, B: VecLike): number;
// (undocumented)
static DistanceToLineThroughPoint(A: VecLike, u: VecLike, P: VecLike): number;
// (undocumented)
static DistMin(A: VecLike, B: VecLike, n: number): boolean;
// (undocumented)
static Div(A: VecLike, t: number): Vec;
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
// (undocumented)
div(t: number): this;
// (undocumented)
static DivV(A: VecLike, B: VecLike): Vec;
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
// (undocumented)
divV(V: VecLike): this;
static Dpr(A: VecLike, B: VecLike): number;
// (undocumented)
dpr(V: VecLike): number;
// (undocumented)
static Equals(A: VecLike, B: VecLike): boolean;
// (undocumented)
equals(B: VecLike): boolean;
// (undocumented)
static EqualsXY(A: VecLike, x: number, y: number): boolean;
// (undocumented)
equalsXY(x: number, y: number): boolean;
// (undocumented)
static From({ x, y, z }: VecModel): Vec;
// (undocumented)
static FromAngle(r: number, length?: number): Vec;
// (undocumented)
static FromArray(v: number[]): Vec;
// (undocumented)
static IsNaN(A: VecLike): boolean;
// (undocumented)
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 Len(A: VecLike): number;
// (undocumented)
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
len(): number;
// (undocumented)
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 Len2(A: VecLike): number;
// (undocumented)
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
len2(): number;
static Lrp(A: VecLike, B: VecLike, t: number): Vec;
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
// (undocumented)
lrp(B: VecLike, t: number): Vec;
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
// (undocumented)
static Max(A: VecLike, B: VecLike): Vec;
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
// (undocumented)
static Med(A: VecLike, B: VecLike): Vec;
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
// (undocumented)
static Min(A: VecLike, B: VecLike): Vec;
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
// (undocumented)
static Mul(A: VecLike, t: number): Vec;
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
// (undocumented)
mul(t: number): this;
// (undocumented)
static MulV(A: VecLike, B: VecLike): Vec;
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
// (undocumented)
mulV(V: VecLike): this;
// (undocumented)
static NearestPointOnLineSegment(A: VecLike, B: VecLike, P: VecLike, clamp?: boolean): Vec;
static NearestPointOnLineThroughPoint(A: VecLike, u: VecLike, P: VecLike): Vec;
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
// (undocumented)
static Neg(A: VecLike): Vec;
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
// (undocumented)
neg(): this;
// (undocumented)
norm(): this;
// (undocumented)
static Nudge(A: VecLike, B: VecLike, distance: number): Vec;
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
// (undocumented)
nudge(B: VecLike, distance: number): this;
static Per(A: VecLike): Vec;
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
// (undocumented)
per(): this;
static PointsBetween(A: VecModel, B: VecModel, steps?: number): Vec[];
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
// (undocumented)
get pressure(): number;
static Pry(A: VecLike, B: VecLike): number;
// (undocumented)
pry(V: VecLike): number;
// (undocumented)
static Rescale(A: VecLike, n: number): Vec;
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
// (undocumented)
static Rot(A: VecLike, r?: number): Vec;
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
// (undocumented)
rot(r: number): this;
// (undocumented)
static RotWith(A: VecLike, C: VecLike, r: number): Vec;
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
// (undocumented)
rotWith(C: VecLike, r: number): this;
// (undocumented)
static ScaleWithOrigin(A: VecLike, scale: number, origin: VecLike): Vec;
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
// (undocumented)
set(x?: number, y?: number, z?: number): this;
// (undocumented)
setTo({ x, y, z }: VecLike): this;
// (undocumented)
static Slope(A: VecLike, B: VecLike): number;
// (undocumented)
slope(B: VecLike): number;
// (undocumented)
static Snap(A: VecLike, step?: number): Vec;
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
// (undocumented)
static SnapToGrid(A: VecLike, gridSize?: number): Vec;
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
// (undocumented)
snapToGrid(gridSize: number): this;
// (undocumented)
static Sub(A: VecLike, B: VecLike): Vec;
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
// (undocumented)
sub(V: VecLike): this;
// (undocumented)
static SubScalar(A: VecLike, n: number): Vec;
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
// (undocumented)
subScalar(n: number): this;
// (undocumented)
static SubXY(A: VecLike, x: number, y: number): Vec;
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
// (undocumented)
subXY(x: number, y: number): this;
// (undocumented)
static Tan(A: VecLike, B: VecLike): Vec;
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
// (undocumented)
tan(V: VecLike): Vec;
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
// (undocumented)
static ToAngle(A: VecLike): number;
// (undocumented)
toAngle(): number;
// (undocumented)
static ToArray(A: VecLike): number[];
// (undocumented)
toArray(): number[];
// (undocumented)
static ToFixed(A: VecLike, n?: number): Vec;
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
// (undocumented)
toFixed(): Vec;
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
// (undocumented)
static ToJson(A: VecLike): {
x: number;
y: number;
z: number | undefined;
};
// (undocumented)
toJson(): VecModel;
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
// (undocumented)
static ToString(A: VecLike): string;
// (undocumented)
toString(): string;
static Uni(A: VecLike): Vec;
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
// (undocumented)
uni(): Vec;
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
// (undocumented)
x: number;
// (undocumented)
y: number;
// (undocumented)
z: number;
}
[refactor] User-facing APIs (#1478) This PR updates our user-facing APIs for the Tldraw and TldrawEditor components, as well as the Editor (App). It mainly incorporates surface changes from #1450 without any changes to validators or migrators, incorporating feedback / discussion with @SomeHats and @ds300. Here we: - remove the TldrawEditorConfig - bring back a loose version of shape definitions - make a separation between "core" shapes and "default" shapes - do not allow custom shapes, migrators or validators to overwrite core shapes - but _do_ allow new shapes ## `<Tldraw>` component In this PR, the `Tldraw` component wraps both the `TldrawEditor` component and our `TldrawUi` component. It accepts a union of props for both components. Previously, this component also added local syncing via a `useLocalSyncClient` hook call, however that has been pushed down to the `TldrawEditor` component. ## `<TldrawEditor>` component The `TldrawEditor` component now more neatly wraps up the different ways that the editor can be configured. ## The store prop (`TldrawEditorProps.store`) There are three main ways for the `TldrawEditor` component to be run: 1. with an externally defined store 2. with an externally defined syncing store (local or remote) 3. with an internally defined store 4. with an internally defined locally syncing store The `store` prop allows for these configurations. If the `store` prop is defined, it may be defined either as a `TLStore` or as a `SyncedStore`. If the store is a `TLStore`, then the Editor will assume that the store is ready to go; if it is defined as a SyncedStore, then the component will display the loading / error screens as needed, or the final editor once the store's status is "synced". When the store is left undefined, then the `TldrawEditor` will create its own internal store using the optional `instanceId`, `initialData`, or `shapes` props to define the store / store schema. If the `persistenceKey` prop is left undefined, then the store will not be synced. If the `persistenceKey` is defined, then the store will be synced locally. In the future, we may also here accept the API key / roomId / etc for creating a remotely synced store. The `SyncedStore` type has been expanded to also include types used for remote syncing, e.g. with `ConnectionStatus`. ## Tools By default, the App has two "baked-in" tools: the select tool and the zoom tool. These cannot (for now) be replaced or removed. The default tools are used by default, but may be replaced by other tools if provided. ## Shapes By default, the App has a set of "core" shapes: - group - embed - bookmark - image - video - text That cannot by overwritten because they're created by the app at different moments, such as when double clicking on the canvas or via a copy and paste event. In follow up PRs, we'll split these out so that users can replace parts of the code where these shapes are created. ### Change Type - [x] `major` — Breaking Change ### Test Plan - [x] Unit Tests
2023-06-01 15:47:34 +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
// @public (undocumented)
export type VecLike = Vec | VecModel;
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
2023-04-25 11:01:25 +00:00
// @public (undocumented)
export class WeakMapCache<T extends object, K> {
// (undocumented)
access(item: T): K | undefined;
// (undocumented)
bust(): void;
// (undocumented)
get<P extends T>(item: P, cb: (item: P) => K): NonNullable<K>;
// (undocumented)
has(item: T): boolean;
// (undocumented)
invalidate(item: T): void;
// (undocumented)
items: WeakMap<T, K>;
// (undocumented)
set(item: T, value: K): void;
}
export { whyAmIRunning }
2023-04-25 11:01:25 +00:00
// @internal (undocumented)
export const ZOOMS: number[];
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
export * from "@tldraw/store";
2023-04-25 11:01:25 +00:00
export * from "@tldraw/tlschema";
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
export * from "@tldraw/utils";
export * from "@tldraw/validate";
2023-04-25 11:01:25 +00:00
// (No @packageDocumentation comment for this package)
```