6 commits
Author | SHA1 | Message | Date | |
---|---|---|---|---|
Mitja Bezenšek
|
584380ba8b
|
Input buffering (#3223)
This PR buffs input events. ## The story so far In the olde days, we throttled events from the canvas events hook so that a pointer event would only be sent every 1/60th of a second. This was fine but made drawing on the iPad / 120FPS displays a little sad. Then we removed this throttle. It seemed fine! Drawing at 120FPS was great. We improved some rendering speeds and tightened some loops so that the engine could keep up with 2x the number of points in a line. Then we started noticing that iPads and other screens could start choking on events as it received new inputs and tried to process and render inputs while still recovering from a previous dropped frame. Even worse, on iPad the work of rendering at 120FPS was causing the browser to throttle the app after some sustained drawing. Yikes! ### Batching I did an experimental PR (#3180) to bring back batching but do it in the editor instead. What we would do is: rather than immediately processing an event when we get it, we would instead put the event into a buffer. On the next 60FPS tick, we would flush the buffer and process all of the events. We'd have them all in the same transaction so that the app would only render once. ### Render batching? We then tried batching the renders, so that the app would only ever render once per (next) frame. This added a bunch of complexity around events that needed to happen synchronously, such as writing text in a text field. Some inputs could "lag" in a way familiar to anyone who's tried to update an input's state asynchronously. So we backed out of this. ### Coalescing? Another idea from @ds300 was to "coalesce" the events. This would be useful because, while some interactions like drawing would require the in-between frames in order to avoid data loss, most interactions (like resizing) didn't actually need the in-between frames, they could just use the last input of a given type. Coalescing turned out to be trickier than we thought, though. Often a state node required information from elsewhere in the app when processing an event (such as camera position or page point, which is derived from the camera position), and so the coalesced events would need to also include this information or else the handlers wouldn't work the way they should when processing the "final" event during a tick. So we backed out of the coalescing strategy for now. Here's the [PR that removes]( |
||
alex
|
a0628f9cb2
|
tldraw_final_v6_final(old version).docx.pdf (#2998)
Rename `@tldraw/tldraw` to just `tldraw`! `@tldraw/tldraw` still exists as an alias to `tldraw` for folks who are still using that. ### Test Plan - [x] Unit Tests - [ ] End to end tests ### Release Notes - The `@tldraw/tldraw` package has been renamed to `tldraw`. You can keep using the old version if you want though! |
||
Steve Ruiz
|
da33179a31
|
Remove focus management (#1953)
This PR removes the automatic focus events from the editor. The `autoFocus` prop is now true by default. When true, the editor will begin in a focused state (`editor.instanceState.isFocused` will be `true`) and the component will respond to keyboard shortcuts and other interactions. When false, the editor will begin in an unfocused state and not respond to keyboard interactions. **It's now up to the developer** using the component to update `isFocused` themselves. There's no predictable way to do that on our side, so we leave it to the developer to decide when to turn on or off focus for a container (for example, using an intersection observer to "unfocus" components that are off screen). ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Open the multiple editors example. 2. Click to focus each editor. 3. Use the keyboard shortcuts to check that the correct editor is focused. 4. Start editing a shape, then select the other editor. The first editing shape should complete. - [x] Unit Tests - [x] End to end tests ### Release Notes - [editor] Make autofocus default, remove automatic blur / focus events. --------- Co-authored-by: David Sheldrick <d.j.sheldrick@gmail.com> |
||
Steve Ruiz
|
d750da8f40
|
ShapeUtil.getGeometry , selection rewrite (#1751)
This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry` |
||
Steve Ruiz
|
735f1c41b7
|
rename app to editor (#1503)
This PR renames `App`, `app` and all appy names to `Editor`, `editor`, and editorry names. ### Change Type - [x] `major` — Breaking Change ### Release Notes - Rename `App` to `Editor` and many other things that reference `app` to `editor`. |
||
Steve Ruiz
|
e3cf05f408
|
Add playwright tests (#1484)
This PR replaces our webdriver end to end tests with playwright tests. It: - replaces our webdriver workflow with a new e2e workflow based on playwright - removes the webdriver project - adds e2e tests to our examples app - replaces all `data-wd` attributes with `data-testid` ### Coverage Most of the tests from our previous e2e tests are reproduced here, though there are some related to our gestures that will need to be done in a different way—or not at all. I've also added a handful of new tests, too. ### Where are they The tests are now part of our examples app rather than being in its own different app. This should help us test our different examples too. As far as I can tell there are no downsides here in terms of the regular developer experience, though they might complicate any CodeSandbox projects that are hooked into the examples app. ### Change Type - [x] `tests` — Changes to any testing-related code only (will not publish a new version) |