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.
Currently, we type our fractional index keys as `string` and don't have
any validation for them. I'm touching some of this code for my work on
line handles and wanted to change that:
- fractional indexes are now `IndexKey`s, not `string`s. `IndexKey`s
have a brand property so can't be used interchangeably with strings
(like our IDs)
- There's a new `T.indexKey` validator which we can use in our
validations to make sure we don't end up with nonsense keys.
This PR is part of a series - please don't merge it until the things
before it have landed!
1. #2827 (you are here)
2. #2831
3. #2793
4. #2841
5. #2845
### Change Type
- [x] `patch` — Bug fix
### Test Plan
1. Mostly relying on unit & end to end tests here - no user facing
changes.
- [x] Unit Tests
As discussed offline, just making `yarn test` do what we expect it to.
### Change Type
- [x] `internal` — Any other changes that don't affect the published
package[^2]
This removes the ids from shape paths so that they can be grouped on our
error reporting tool.
### Change Type
- [x] `patch` — Bug fix
### Release Notes
- Error reporting: improve grouping for Sentry.
Biome as it is now didn't work out for us 😢
Summary for posterity:
* it IS much, much faster, fast enough to skip any sort of caching
* we couldn't fully replace Prettier just yet. We use Prettier
programmatically to format code in docs, and Biome's JS interface is
officially alpha and [had legacy peer deps
set](https://github.com/biomejs/biome/pull/1756) (which would fail our
CI build as we don't allow installation warnings)
* ternary formatting differs from Prettier, leading to a large diff
https://github.com/biomejs/biome/issues/1661
* import sorting differs from Prettier's
`prettier-plugin-organize-imports`, making the diff even bigger
* the deal breaker is a multi-second delay on saving large files (for us
it's
[Editor.ts](https://github.com/tldraw/tldraw/blob/main/packages/editor/src/lib/editor/Editor.ts))
in VSCode when import sorting is enabled. There is a seemingly relevant
Biome issue where I posted a small summary of our findings:
https://github.com/biomejs/biome/issues/1569#issuecomment-1930411623
Further actions:
* reevaluate in a few months as Biome matures
### Change Type
- [x] `internal` — Any other changes that don't affect the published
package
Biome seems to be MUCH faster than Prettier. Unfortunately, it
introduces some formatting changes around the ternary operator, so we
have to update files in the repo. To make revert easier if we need it,
the change is split into two PRs. This PR introduces a Biome CI check
and reformats all files accordingly.
## Change Type
- [x] `minor` — New feature
@si14 you might know a better way to wire this up! lemme know if there's
something more clever here.
### Change Type
- [x] `internal` — Any other changes that don't affect the published
package[^2]
### Release Notes
- Adds easier testing command for individual packages.
Allow urls for local files. This addresses the comment from
[here](https://github.com/tldraw/tldraw/pull/2428#issuecomment-1886221841).
### Change Type
- [x] `patch` — Bug fix
- [ ] `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. Local images example should now work. We use images from the public
folder there.
This PR adds the docs app back into the tldraw monorepo.
## Deploying
We'll want to update our deploy script to update the SOURCE_SHA to the
newest release sha... and then deploy the docs pulling api.json files
from that release. We _could_ update the docs on every push to main, but
we don't have to unless something has changed. Right now there's no
automated deployments from this repo.
## Side effects
To make this one work, I needed to update the lock file. This might be
ok (new year new lock file), and everything builds as expected, though
we may want to spend some time with our scripts to be sure that things
are all good.
I also updated our prettier installation, which decided to add trailing
commas to every generic type. Which is, I suppose, [correct
behavior](https://github.com/prettier/prettier-vscode/issues/955)? But
that caused diffs in every file, which is unfortunate.
### Change Type
- [x] `internal` — Any other changes that don't affect the published
package[^2]
Adds validation for urls we use for our shapes and assets. This PR
includes a migration so we should check that existing rooms still load
correctly. There might be some that won't, but that means that they had
invalid url set.
### Change Type
- [x] `patch` — Bug fix
- [ ] `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. Existing rooms should still load correctly (there should be no
validation errors).
2. Adding new images and videos should also work (test both local and
multiplayer rooms as they handle assets differently).
- [x] Unit Tests
- [ ] End to end tests
### Release Notes
- Add validation to urls.
---------
Co-authored-by: alex <alex@dytry.ch>
Changes `TRANDEMARK` -> `TRADEMARK` in docs links so they work.
### Change Type
- [ ] `patch` — Bug fix
- [ ] `minor` — New feature
- [ ] `major` — Breaking change
- [ ] `dependencies` — Changes to package dependencies[^1]
- [x] `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
- Confirm the links now work.
### Release Notes
- Fixes broken links in a number of docs files.
This PR updates the licenses across tldraw to a bespoke tldraw license.
The idea here is leverage dual licensing for revenue from companies
using tldraw. The source code and its distributions are provided under a
non-commercial license (tldraw) while we offer to sell / give out an
alternative exclusive-use license for companies who wish to use the
product for commercial purposes.
- [x] Add new license
- [x] Change licenses in package.jsons
- [x] Update READMEs
- [x] Update docs (separate repo PR)
- [x] Have alternative license in hand (US)
- [ ] Have alternative license in hand (UK)
- [x] Have sales contract in hand (US)
- [ ] Have sales contract in hand (UK)
### Change Type
- [x] `major` — Breaking change
This switches us from the 'alpha' to 'beta' prerelease tag. After we
make our first deploy folks will be able to install the latest version
by doing `npm install @tldraw/tldraw@beta`.
### Change Type
- [x] `internal` — Any other changes that don't affect the published
package[^2]
[^1]: publishes a `patch` release, for devDependencies use `internal`
[^2]: will not publish a new version
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>
This PR adds a `meta` property to shapes and other records.
It adds it to:
- asset
- camera
- document
- instance
- instancePageState
- instancePresence
- page
- pointer
- rootShape
## Setting meta
This data can generally be added wherever you would normally update the
corresponding record.
An exception exists for shapes, which can be updated using a partial of
the `meta` in the same way that we update shapes with a partial of
`props`.
```ts
this.updateShapes([{
id: myShape.id,
type: "geo",
meta: {
nemesis: "steve",
special: true
}
])
```
## `Editor.getInitialMetaForShape`
The `Editor.getInitialMetaForShape` method is kind of a hack to set the
initial meta property for newly created shapes. You can set it
externally. Escape hatch!
### Change Type
- [x] `minor` — New feature
### Test Plan
todo
- [ ] Unit Tests (todo)
### Release Notes
- todo
Removes `propsForNextShape` and replaces it with the new styles API.
Changes in here:
- New custom style example
- `setProp` is now `setStyle` and takes a `StyleProp` instead of a
string
- `Editor.props` and `Editor.opacity` are now `Editor.sharedStyles` and
`Editor.sharedOpacity`
- They return an object that flags mixed vs shared types instead of
using null to signal mixed types
- `Editor.styles` returns a `SharedStyleMap` - keyed on `StyleProp`
instead of `string`
- `StateNode.shapeType` is now the shape util rather than just a string.
This lets us pull the styles from the shape type directly.
- `color` is no longer a core part of the editor set on the shape
parent. Individual child shapes have to use color directly.
- `propsForNextShape` is now `stylesForNextShape`
- `InstanceRecordType` is created at runtime in the same way
`ShapeRecordType` is. This is so it can pull style validators out of
shape defs for `stylesForNextShape`
- Shape type are now defined by their props rather than having separate
validators & type defs
### Change Type
- [x] `major` — Breaking change
### Test Plan
1. Big time regression testing around styles!
2. Check UI works as intended for all shape/style/tool combos
- [x] Unit Tests
- [ ] End to end tests
### Release Notes
-
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
Based on #1549, but with a lot of code-structure related changes backed
out. Shape schemas are still defined in tlschemas with this diff.
Couple differences between this and #1549:
- This tightens up the relationship between store schemas and editor
schemas a bit
- Reduces the number of places we need to remember to include core
shapes
- Only `<TLdrawEditor />` sets default shapes by default. If you're
doing something funky with lower-level APIs, you need to specify
`defaultShapes` manually
- Replaces `validator` with `props` for shapes
### Change Type
- [x] `major` — Breaking Change
### Test Plan
1. Add a step-by-step description of how to test your PR here.
2.
- [x] Unit Tests
- [ ] Webdriver tests
### Release Notes
[dev-facing, notes to come]
This PR renames the @tldraw/tlvalidate package to @tldraw/validate.
### Change Type
- [x] `major` — Breaking Change
### Release Notes
- Rename tlvalidate to validate