Different bundlers have different support for importing non-JS assets.
We can't reliably import SVGs in our public packages and rely on that to
do the right thing. When I tried installing a canary to work on a new
cloudflare template, vite was erroring out due to those imports. I had
to patch them out to get things running.
This diff replaces the file-based assets with inlined svg-in-js strings.
I haven't been able to test this though because I'm not really sure how.
@mimecuvalo could you take a look?
### Change type
- [x] `bugfix`
This PR accounts (in the UI) for a default case where the `colorScheme`
value is undefined.
### Change type
- [x] `bugfix`
### Test plan
1. Open the editor an incognito tab
2. The Menu > Preferences > Color scheme should have a ticked selection
### Release notes
- Fixed a bug where the user's color scheme was not shown in the menu by
default.
This PR:
- creates `Editor.run` (previously `Editor.batch`)
- deprecates `Editor.batch`
- introduces a `ignoreShapeLock` option top the `Editor.run` method that
allows the editor to update and delete locked shapes
- fixes a bug with `updateShapes` that allowed updating locked shapes
- fixes a bug with `ungroupShapes` that allowed ungrouping locked shapes
- makes `Editor.history` private
- adds `Editor.squashToMark`
- adds `Editor.clearHistory`
- removes `History.ignore`
- removes `History.onBatchComplete`
- makes `_updateCurrentPageState` private
```ts
editor.run(() => {
editor.updateShape({ ...myLockedShape })
editor.deleteShape(myLockedShape)
}, { ignoreShapeLock: true })
```
It also:
## How it works
Normally `updateShape`/`updateShapes` and `deleteShape`/`deleteShapes`
do not effect locked shapes.
```ts
const myLockedShape = editor.getShape(myShapeId)!
// no change from update
editor.updateShape({ ...myLockedShape, x: 100 })
expect(editor.getShape(myShapeId)).toMatchObject(myLockedShape)
// no change from delete
editor.deleteShapes([myLockedShape])
expect(editor.getShape(myShapeId)).toMatchObject(myLockedShape)
```
The new `run` method adds the option to ignore shape lock.
```ts
const myLockedShape = editor.getShape(myShapeId)!
// update works
editor.run(() => { editor.updateShape({ ...myLockedShape, x: 100 }) }, { ignoreShapeLock: true })
expect(editor.getShape(myShapeId)).toMatchObject({ ...myLockedShape, x: 100 })
// delete works
editor.run(() => { editor.deleteShapes([myLockedShape]), { ignoreShapeLock: true })
expect(editor.getShape(myShapeId)).toBeUndefined()
```
## History changes
This is a related but not entirely related change in this PR.
Previously, we had a few ways to run code that ignored the history.
- `editor.history.ignore(() => { ... })`
- `editor.batch(() => { ... }, { history: "ignore" })`
- `editor.history.batch(() => { ... }, { history: "ignore" })`
- `editor.updateCurrentPageState(() => { ... }, { history: "ignore" })`
We now have one way to run code that ignores history:
- `editor.run(() => { ... }, { history: "ignore" })`
## Design notes
We want a user to be able to update or delete locked shapes
programmatically.
### Callback vs. method options?
We could have added a `{ force: boolean }` property to the
`updateShapes` / `deleteShapes` methods, however there are places where
those methods are called from other methods (such as
`distributeShapes`). If we wanted to make these work, we would have also
had to provide a `force` option / bag to those methods.
Using a wrapper callback allows for "regular" tldraw editor code to work
while allowing for updates and deletes.
### Interaction logic?
We don't want this change to effect any of our interaction logic.
A lot of our interaction logic depends on identifying which shapes are
locked and which shapes aren't. For example, clicking on a locked shape
will go to the `pointing_canvas` state rather than the `pointing_shape`.
This PR has no effect on that part of the library.
It only effects the updateShapes and deleteShapes methods. As an example
of this, when `_force` is set to true by default, the only tests that
should fail are in `lockedShapes.test.ts`. The "user land" experience of
locked shapes is identical to what it is now.
### Change type
- [x] `bugfix`
- [ ] `improvement`
- [x] `feature`
- [x] `api`
- [ ] `other`
### Test plan
1. Create a shape
2. Lock it
3. From the console, update it
4. From the console, delete it
- [x] Unit tests
### Release notes
- SDK: Adds `Editor.force()` to permit updating / deleting locked shapes
- Fixed a bug that would allow locked shapes to be updated
programmatically
- Fixed a bug that would allow locked group shapes to be ungrouped
programmatically
---------
Co-authored-by: alex <alex@dytry.ch>
The backend code uses `@tldraw/state`, which is fine, but the package
has a peer dependency on `react`, which is not fine to impose on backend
consumers. So let's split this up again.
### Change type
- [ ] `bugfix`
- [ ] `improvement`
- [ ] `feature`
- [x] `api`
- [x] `other`
### Test plan
1. Create a shape...
2.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Fixed a bug with…
We currently serve icons in the form of 141 separate svg files. This is
pretty inefficient: it results in 141 http requests each with its own
overheads and costs. Each one is generally less than 1kb of data.
This PR merges all of our icons into a single 44kb icon file. Each item
in the svg has an ID, and we use the ID in the asset url to target the
specific icon. This also fixes a lot of the icon preloading issues:
because the icon file is already loaded, there's no extra request needed
when panels open etc.
I was messing with this whilst killing time before a late meeting so
made a shitty overengineered code generator, dont at me
### Change type
- [x] `improvement`
### Release notes
- Serve icons more efficiently, and make sure they're still available if
tldraw goes offline.
closes#4085
Neither of these should be too valuable for tldraw users, but they're
also both totally stable and well documented (now) so it should be fine
to make them public?
### Change type
- [ ] `bugfix`
- [ ] `improvement`
- [ ] `feature`
- [x] `api`
- [ ] `other`
### Test plan
1. Create a shape...
2.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Made `EffectScheduler` and `useStateTracking` public
if people did weird room ids with non-url-safe chars like
`blah/whatever` it wouldn't work. this fixes that
### Change type
- [ ] `bugfix`
- [x] `improvement`
- [ ] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Create a shape...
2.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Fixed a bug with…
Move our bemo playground from dotcom to the examples app. In preparation
for more multiplayer examples, I built our a little bit of chrome around
example room IDs: if you create an example with `multiplayer: true`, the
examples app will render a little room ID picker above your example. The
room IDs are scoped to each example, and each deploy of the examples
app. By default people on the same example will be in the same room, but
the default ID changes every hour.
As I was doing this, I noticed you could get an ugly situation where the
docs site was in dark mode, tldraw was in dark mode, but the little bit
of examples chrome was in light mode. To fix this I through together an
extremely rough dark mode for the examples which switches on whenever
the tldraw instance inside is in dark mode.
### Change type
- [x] `other`
---------
Co-authored-by: David Sheldrick <d.j.sheldrick@gmail.com>
Unify the VS Code extension menus with what we have on dot com. Prevent
an error cycle.
### Change type
- [ ] `bugfix`
- [x] `improvement`
- [ ] `feature`
- [ ] `api`
- [ ] `other`
### Release notes
- Unify the VS Code extension menus (Help and Main menus) with what we
have on tldraw.com
- Prevent an onerror cycle.
Sets up worker analytics. No further grafana setup needed, just need to
start querying once this is live.
### Change type
- [ ] `bugfix`
- [ ] `improvement`
- [x] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Create a shape...
2.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Fixed a bug with…
two changes in one here because I'm feeling lazy
- fix bug in staging, introduced in whichever bemo PR refactored the
sync client+indexeddb stuff
1. go to `/`
2. file -> new shared project
3. oh_no.jpg
<img width="618" alt="image"
src="https://github.com/tldraw/tldraw/assets/1242537/8bff3498-2cc5-4c71-b407-830d459d3d36">
- fix bug in production
1. make a new room
2. clear localstorage
3. refresh
4. duplicate current tab in same browser context
6. oh_no.jpg (there should only be one person)
<img width="99" alt="image"
src="https://github.com/tldraw/tldraw/assets/1242537/f4e434ba-8455-4913-a698-71661e5074fd">
### Change type
- [x] `bugfix`
- [ ] `improvement`
- [ ] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Create a shape...
8.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Fixed a bug with…
I tested this by adding a custom shape on the bemo example page, it
works 👍🏼
### Change type
- [ ] `bugfix`
- [ ] `improvement`
- [x] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Create a shape...
2.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Fixed a bug with…
For non-commercial usage of tldraw, this adds a watermark in the corner,
both for branding purposes and as an incentive for our enterprise
customers to purchase a license.
For commercial usage of tldraw, you add a license to the `<Tldraw
licenseKey={YOUR_LICENSE_KEY} />` component so that the watermark
doesn't show.
The license is a signed key that has various bits of information in it,
such as:
- license type
- hosts that the license is valid for
- whether it's an internal-only license
- expiry date
We check the license on load and show a watermark (or throw an error if
internal-only) if the license is not valid in a production environment.
This is a @MitjaBezensek, @Taha-Hassan-Git, @mimecuvalo joint
production! 🤜🤛
### 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. We will be dogfooding on staging.tldraw.com and tldraw.com itself
before releasing this.
### Release Notes
- SDK: wires up tldraw to have licensing mechanisms.
---------
Co-authored-by: Mitja Bezenšek <mitja.bezensek@gmail.com>
Co-authored-by: Taha <98838967+Taha-Hassan-Git@users.noreply.github.com>
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
This PR fixes a bug where a shape created with dynamic size would
preserve the origin
### Change type
- [x] `bugfix`
### Test plan
1. Turn on dynamic size
2. Zoom in
3. Create a text shape
4. Give a label
5. Try to resize the shape to be narrow
### Release notes
- Fixed a bug with the minimum size on dynamically scaled text shapes
Renames `@tldraw/sync` to `@tldraw/sync-core`, and `@tldraw/sync-react`
to `@tldraw/sync`. This also adds an export * from sync-core to sync.
- [x] `other`
Adds a new `multiplayerStatus` store prop. This can either be `null`
(indicating this isn't a multiplayer store) or a signal containing
`online` or `offline` indicating that it is. We move a bunch of
previously dotcom specific UI into `tldraw` and use this new prop to
turn it on or off by default.
closes TLD-2611
### Change type
- [x] `improvement`
Adds a new `onEditorMount` callback to the store, allowing store
creators to do things like registering bookmark handlers. We use this in
the new demo hook.
This also renames `useRemoteSyncClient` to `useMultiplayerSync`, and
`useRemoteSyncDemo` to `useMultiplayerDemo`.
Closes TLD-2601
### Change type
- [x] `api`
Reworks the store to include information about how blob assets
(images/videos) are stored/retrieved. This replaces the old
internal-only `assetOptions` prop, and supplements the existing
`registerExternalAssetHandler` API.
Previously, `registerExternalAssetHandler` had two responsibilities:
1. Extracting asset metadata
2. Uploading the asset and returning its URL
Existing `registerExternalAssetHandler` implementation will still work,
but now uploading is the responsibility of a new `editor.uploadAsset`
method which calls the new store-based upload method. Our default asset
handlers extract metadata, then call that new API. I think this is a
pretty big improvement over what we had before: overriding uploads was a
pretty common ask, but doing so meant having to copy paste our metadata
extraction which felt pretty fragile. Just in this codebase, we had a
bunch of very slightly different metadata extraction code-paths that had
been copy-pasted around then diverged over time. Now, you can change how
uploads work without having to mess with metadata extraction and
vice-versa.
As part of this we also:
1. merge the old separate asset indexeddb store with the main one.
because this warrants some pretty big migration stuff, i refactored our
indexed-db helpers to work around an instance instead of being free
functions
2. move our existing asset stuff over to the new approach
3. add a new hook in `sync-react` to create a demo store with the new
assets
### Change type
- [x] `api`
### Release notes
Introduce a new `assets` option for the store, describing how to save
and retrieve asset blobs like images & videos from e.g. a user-content
CDN. These are accessible through `editor.uploadAsset` and
`editor.resolveAssetUrl`. This supplements the existing
`registerExternalAssetHandler` API: `registerExternalAssetHandler` is
for customising metadata extraction, and should call
`editor.uploadAsset` to save assets. Existing
`registerExternalAssetHandler` calls will still work, but if you're only
using them to configure uploads and don't want to customise metadata
extraction, consider switching to the new `assets` store prop.
Previously, we had a single hard-coded DOM ID for grids. This meant that
if you had multiple editors with grids on a page, they would all point
at the svg `<defs>` from the first instance. Now, each grid generates a
unique ID.
### Change type
- [x] `bugfix`
### Release notes
- Fix a bug causing multiple tldraw instances to share the same grid
background
Looks like some leftovers since we are conditionally doing the same
thing on the next line. I might be missing something though.
### Change type
- [ ] `bugfix`
- [x] `improvement`
- [ ] `feature`
- [ ] `api`
- [ ] `other`
### Release notes
- Remove some duplicate code which should make some of the exports a bit
smaller.
This icon went missing. I had a larger diff here that made the icon
types stricter to catch errors but I'll save it for another PR.
### Change type
- [x] `bugfix`
- [ ] `improvement`
- [ ] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Create a shape...
2.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Fixed a bug with…
Adds toasts for cases when the file type is not allowed or the file is
too big.
Resolves
https://github.com/orgs/tldraw/projects/53?pane=issue&itemId=70298205
### Change type
- [ ] `bugfix`
- [x] `improvement`
- [ ] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Upload a file that is either too big (over 10mb) or of incorrect file
type (pdf, docx,...).
2. You should see a toast explaining what went wrong.
### Release notes
- Show a toast when uploading an unsupported file type or a file that is
too large (more than 10mb).
This PR adds the ability to flip images.
### Change type
- [x] `improvement`
### Test plan
1. Resize an image shape
2. Select an image shape and use the flip X / flip Y options in the
context menu.
- [x] Unit tests
### Release notes
- Adds the ability to flip images.
This PR fixes the paste at point logic.
### Change type
- [x] `bugfix`
### Test plan
1. copy, paste (in original position)
2. hold shift to paste at cursor
3. turn on paste at cursor mode
4. copy, paste (at cursor)
5. hold shift to paste in original position
Add an option to make paste at cursor the default.
Not sure if we also want to expose this on tldraw.com? For now I did,
but happy to remove if we'd want to keep the preferences simple.
We could also add this to the `TldrawOptions`, but it felt like some
apps might actually allow this customization on a per user level.
Solves https://github.com/tldraw/tldraw/issues/4066
### Change type
- [ ] `bugfix`
- [ ] `improvement`
- [x] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Copy / pasting should still work as it works now: `⌘ + v` pastes on
top of the shape, `⌘ + ⇧ + v` pastes at cursor.
2. There's now a new option under Preferences to paste at cursor. This
just swaps the logic between the two shortcuts: `⌘ + v` then pastes at
cursor and `⌘ + ⇧ + v` pastes on top of the shape.
### Release notes
- Allow users and sdk users to make pasting at the cursor a default
instead of only being available with `⌘ + ⇧ + v`.
Fixes asset loading/processing on staging/previews by introducing a new
image processing worker. This worker acts as a proxy for our various
image hosts and resizes/optimizes/caches images on the fly. Like the old
bookmark worker, this one is deployed in an ad-hoc fashion as it works
across environments and we're not likely to change it often.
### Change type
- [x] `other`
this was a very minor oversight when doing the bindings work. It won't
have caused any bugs for anyone but conceptually this should be
`retroactive: false`
### Change type
- [x] `bugfix`
- [ ] `improvement`
- [ ] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Create a shape...
2.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Fixed a bug with...
Currently, the editor gets recreated whenever the camera options (or
several other props that are only relevant at initialisation time) get
changed.
This diff makes it so that:
- init-only props are kept in a ref so they don't invalidate the editor
(but are used when the editor _does_ get recreated)
- camera options are kept up to date in a separate effect
### Change type
- [x] `bugfix`
### Release notes
Fix an issue where changing `cameraOptions` via react would cause the
entire editor to re-render
This PR adds a component for `ShapeIndicators` to the UI component
overrides. It moves the "select tool" state logic up to the new
`TldrawShapeIndicators` component.
### Change type
- [ ] `bugfix`
- [x] `improvement`
- [ ] `feature`
- [x] `api`
- [ ] `other`
### Release notes
- Added new `ShapeIndicators` component to `components` object.
- Added new `TldrawShapeIndicators` component.
this PR puts sync stuff in the bemo worker, and sets up a temporary
dev-only page in dotcom for testing bemo stuff
### Change type
- [ ] `bugfix`
- [ ] `improvement`
- [x] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Create a shape...
2.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Fixed a bug with...
This adds the HTMLRewriter-based bookmark unfurler to the demo server.
It moves the unfurler into worker-shared, and adds some better shared
error handling across our workers.
I removed the fallback bookmark fetcher where we try and fetch websites
locally. This will almost never work, as it requires sites to set public
CORS.
### Change type
- [x] `other`
Adds an assets server to the demo worker, and reworks the existing asset
server to use the same code. There are a few simplifications to the code
due to some DX improvements working with R2 and caches. I also removed
the `HEAD` request from the assets server: i took a look at our logs and
it's not actually used at all.
This also fixes an issue where users could overwrite the contents of the
asset uploads bucket.
### Change type
- [x] `other`
Describe what your pull request does. If you can, add GIFs or images
showing the before and after of your change.
### Change type
- [x] `bugfix`
- [ ] `improvement`
- [ ] `feature`
- [ ] `api`
- [ ] `other`
### Test plan
1. Create a shape...
2.
- [ ] Unit tests
- [ ] End to end tests
### Release notes
- Fixed a bug with...
---------
Co-authored-by: alex <alex@dytry.ch>
This is a more surgical fix while these other diffs are being hashed
out: https://github.com/tldraw/tldraw/pull/4045 and
https://github.com/tldraw/tldraw/pull/4048
Problem was that we always waited a minimum of 500ms and we really
should have a `leading: true` to our debounce.
### Change type
- [x] `bugfix`
- [ ] `improvement`
- [ ] `feature`
- [ ] `api`
- [ ] `other`
### Release notes
- Assets: fix artificial delay in showing an image.
This PR fixes the distance between duplicated shapes to match the
editor.options.adjacentPositions value.
### Change type
- [x] `bugfix`
### Release notes
- Fixed a bug that caused the distance offset for duplicated shapes to
not match other duplication distance offsets.
This PR adds a `GET /api/unfurl?url=blahblah` endpoint to our worker.
I tried out the existing cheerio implementation but it added 300kb to
our worker bundle in the end, due to transitive dependencies.
So I implemented the same logic with cloudflare's sanctioned streaming
HTML parser `HTMLRewriter` and it seems to work fine.
I also made the vscode extension do its fetching locally (from the node
process so it's not bound by security policies), retaining the cheerio
version for that. At the same time I fixed a bug in the RPC layer that
was preventing unfurled metadata from loading correctly.
In a few months we can retire the bookmark-extractor app by just
deleting it in the vercel dashboard.
### Change Type
<!-- ❗ Please select a 'Type' label ❗️ -->
- [ ] `feature` — New feature
- [x] `improvement` — Product improvement
- [ ] `api` — API change
- [ ] `bugfix` — Bug fix
- [ ] `other` — Changes that don't affect SDK users, e.g. internal or
.com changes
### 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
- Do link unfurling on the same subdomain as all our other api
endpoints.
Sets up preview deploys etc. for bemo worker.
There's enough going on here that I wanted to make it its own PR. I'll
rework david's spike on top of it once it's landed.
### Change Type
- [x] `internal` — Does not affect user-facing stuff
- [x] `chore` — Updating dependencies, other boring stuff
---------
Co-authored-by: David Sheldrick <d.j.sheldrick@gmail.com>
This PR adds a way to set the default value of a style property.
### Change type
- [ ] `bugfix`
- [ ] `improvement`
- [x] `feature`
- [ ] `api`
- [ ] `other`
### Release notes
- Adds a method for changing the default style of a `StyleProp`
instance.
This PR fixes a case where right clicking on an empty canvas would
display the edit menu, even when there was nothing to do in the menu.
### Change Type
- [ ] `feature` — New feature
- [ ] `improvement` — Product improvement
- [ ] `api` — API change
- [x] `bugfix` — Bug fix
- [ ] `other` — Changes that don't affect SDK users, e.g. internal or
.com changes
### Test Plan
1. Right click on the canvas
### Release Notes
- Fixes a bug where the context menu would display an empty edit menu.
Still some improvements to be made with how we determine when to close a
draw shape, but filled draw shapes now close more reliably in dynamic
size mode.
![2024-06-18 at 14 26 56 - Aquamarine
Booby](https://github.com/tldraw/tldraw/assets/98838967/51402feb-6450-4f8c-8736-250454bcecdb)
### Change Type
<!-- ❗ Please select a 'Scope' label ❗️ -->
- [ ] `sdk` — Changes the tldraw SDK
- [x] `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. Select the draw tool
2. set dynamic resize mode
3. Zoom in to 800%
4. Try to draw a closed shape, it should close!
### Release Notes
- Improve closing of draw shapes in dynamic size mode
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>