This PR reduces the zoom to fit area from 128 pixels on each edge to 50.
It does produce some overlap with the toolbar but I do not mind this at
all.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
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- [ ] End to end tests
### Release Notes
- Reduce padding when zooming to fit.
Small side quest: This reworks the overflow toolbar css to rely on
`nth-child` instead of putting together a long selector.
This also address the minor issue/edge case raised in
https://github.com/tldraw/tldraw/pull/3757
### Change Type
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### Release Notes
- Toolbar: cleanup overflow css rules.
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
We had a bug in our inputs logic that would allow a long press timeout
to be triggered if a user started pointing before holding spacebar. This
PR fixes that bug! Thanks to @ds300 for the spot.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Release Notes
- Fix bug with panning
closes#3013closes#3733
This fixes a bug wherein the `inputs.isPanning` state was not being
unset correctly after a middle-click-to-pan gesture with a mouse.
### Change Type
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Our `InFrontOfTheCanvas` UI override component (we don't have a default
implementation, it's just an entry point for sdk users to insert their
own UI) was being mounted outside of the UI react context subtree, which
is an error because it won't have access to important things like
translations and asset URLs. #3750 made this bug manifest as a thrown
error in our `context-toolbar` example, as reported in #3773.
To fix this I just moved the injection site of the `InFrontOfTheCanvas`
component to be within the UI context. It ends up in the same place in
the DOM.
This PR closes#3773
### Change Type
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@SomeHats and me fixed arrow flipping, which was a little bit broken
after the bindings things
### Change Type
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---------
Co-authored-by: Alex <alex@dytry.ch>
Looking at #3762 it seemed to have been caused by calling
`setCurrentPage` during a `select.editing_shape` interaction. I wonder
whether we should trigger a `cancel` event before switching pages in
case this happens?
closes#3762
### Change Type
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We had somehow removed these
### Change Type
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follow up to #3695
### Change Type
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This revives the old 'derived camera' idea to prevent cursor wobbling
during viewport following.
Before this PR we updated the camera on a tick during viewport
following, but the shapes and cursors were not moving on the same tick
(we tried that during the perf work and it was all kinds of
problematic). Frankly I've forgotten how we ever managed to eliminate
wobble here in the first place?
Anyway after this PR we derive the camera based on whether or not we are
following a user. When you follow a user it makes it so that your
viewport contains their viewport. If your viewport is not already very
close to their viewport it will animate the initial position, after
which it will 'lock' in place and the derived value will be used from
then on.
This exposed a minor issue in our sync engine: the fact that we send
presence updates in separate websocket messages from document updates.
We get into situations like this
1. user A follows user B
2. user B deletes the current page they are on
3. user B's page deletion diff gets sent
4. user B's presence update gets sent with a new currentPageId
5. user A receives the page deletion
6. user A still thinks that user B is on the old page and doesn't know
how to update the follow state.
So to fix this I made it so that we can (and do) send presence updates
in the same websocket messages as document updates so the server can
handle them atomically.
### Change Type
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- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Test Plan
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8.
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Fixes a bug that caused the cursor & shapes to wiggle around when
following someone else's viewport
This PR increases the maximum number of shapes per page from 2000 to
4000.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
1. Create max shapes
2. Does it work?
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Increase maximum number of shapes per page from 2000 to 4000.
closes#3756
### Change Type
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Follow up to #3750 – this broke our error pages because they try to use
the Canvas component if they are in a tldraw subtree but it was designed
to work outside of a tldraw subtree too.
### Change Type
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### Test Plan
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Focus management is really scattered across the codebase. There's sort
of a battle between different code paths to make the focus the correct
desired state. It seemed to grow like a knot and once I started pulling
on one thread to see if it was still needed you could see underneath
that it was accounting for another thing underneath that perhaps wasn't
needed.
The impetus for this PR came but especially during the text label
rework, now that it's much more easy to jump around from textfield to
textfield. It became apparent that we were playing whack-a-mole trying
to preserve the right focus conditions (especially on iOS, ugh).
This tries to remove as many hacks as possible, and bring together in
place the focus logic (and in the darkness, bind them).
## Places affected
- [x] `useEditableText`: was able to remove a bunch of the focus logic
here. In addition, it doesn't look like we need to save the selection
range anymore.
- lingering footgun that needed to be fixed anyway: if there are two
labels in the same shape, because we were just checking `editingShapeId
=== id`, the two text labels would have just fought each other for
control
- [x] `useFocusEvents`: nixed and refactored — we listen to the store in
`FocusManager` and then take care of autoFocus there
- [x] `useSafariFocusOutFix`: nixed. not necessary anymore because we're
not trying to refocus when blurring in `useEditableText`. original PR
for reference: https://github.com/tldraw/brivate/pull/79
- [x] `defaultSideEffects`: moved logic to `FocusManager`
- [x] `PointingShape` focus for `startTranslating`, decided to leave
this alone actually.
- [x] `TldrawUIButton`: it doesn't look like this focus bug fix is
needed anymore, original PR for reference:
https://github.com/tldraw/tldraw/pull/2630
- [x] `useDocumentEvents`: left alone its manual focus after the Escape
key is hit
- [x] `FrameHeading`: double focus/select doesn't seem necessary anymore
- [x] `useCanvasEvents`: `onPointerDown` focus logic never happened b/c
in `Editor.ts` we `clearedMenus` on pointer down
- [x] `onTouchStart`: looks like `document.body.click()` is not
necessary anymore
## Future Changes
- [ ] a11y: work on having an accessebility focus ring
- [ ] Page visibility API:
(https://developer.mozilla.org/en-US/docs/Web/API/Page_Visibility_API)
events when tab is back in focus vs. background, different kind of focus
- [ ] Reexamine places we manually dispatch `pointer_down` events to see
if they're necessary.
- [ ] Minor: get rid of `useContainer` maybe? Is it really necessary to
have this hook? you can just do `useEditor` → `editor.getContainer()`,
feels superfluous.
## Methodology
Looked for places where we do:
- `body.click()`
- places we do `container.focus()`
- places we do `container.blur()`
- places we do `editor.updateInstanceState({ isFocused })`
- places we do `autofocus`
- searched for `document.activeElement`
### Change Type
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- [x] `sdk` — Changes the tldraw SDK
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- [ ] `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
- [x] run test-focus.spec.ts
- [x] check MultipleExample
- [x] check EditorFocusExample
- [x] check autoFocus
- [x] check style panel usage and focus events in general
- [x] check text editing focus, lots of different devices,
mobile/desktop
### Release Notes
- Focus: rework and untangle existing focus management logic in the SDK
Before this PR the interface for doing cleanup when shapes/bindings were
deleted was quite footgunny and inexpressive.
We were abusing the shape beforeDelete callbacks to implement
copy+paste, which doesn't work in situations where cascading deletes are
required. This caused bugs in both our pin and sticker examples, where
copy+paste was broken. I noticed the same bug in my experiment with text
labels, and I think the fact that it took us a while to notice these
bugs indicates other users are gonna fall prey to the same bugs unless
we help them out.
One suggestion to fix this was to add `onAfterDelete(From|To)Shape`
callbacks. The cascading deletes could happen in those, while keeping
the 'commit changes' kinds of updates in the `before` callbacks and
theoretically that would fix the issues with copy+paste. However,
expecting people to figure this out on their own is asking a heckuva lot
IMO, and it's a heavy bit of nuance to try to convey in the docs. It's
hard enough to convey it here. Plus I could imagine for some users it
might easily even leave the store in an inconsistent state to allow a
bound shape to exist for any length of time after the shape it was bound
to was already deleted.
It also just makes an already large and muddy API surface area even
larger and muddier and if that can be avoided let's avoid it.
This PR clears things up by making it so that there's only one callback
for when a binding is removed. The callback is given a `reason` for why
it is being called
The `reason` is one of the following:
- The 'from' is being deleted
- The 'to' shape is being deleted
- The binding is being deleted on it's own.
Technically a binding might end up being deleted when both the `from`
and `to` shapes are being deleted, but it's very hard to know for
certain when that is happening, so I decided to just ignore it for now.
I think it would only matter for perf reasons, to avoid doing useless
work.
So this PR replaces the `onBeforeDelete`, `onAfterDelete`,
`onBeforeFromShapeDelete` and `onBeforeToShapeDelete` (and the
prospective `onAfterFromShapeDelete` and `onAfterToShapeDelete`) with
just two callbacks:
- `onBeforeUnbind({binding, reason})` - called before any shapes or the
binding have been deleted.
- `onAfterUnbind({binding, reason})` - called after the binding and any
shapes have been deleted.
This still allows all the same behaviour as before, without having to
spread the logic between multiple callbacks. It's also just clearer IMO
since you only get one callback invocation per unbinding rather than
potentially two. It also fixes our copy+paste footgun since we can now
implement that by just deleting the bindings rather than invoking the
`onBeforeDelete(From|To)Shape` callbacks.
I'm not worried about losing the explicit before/after delete callbacks
for the binding record or shape records because sdk users still have the
ability to detect all those situations with full nuance in obvious ways.
The one thing that would even require extra bookkeeping is getting
access to a shape record after the shape was deleted, but that's
probably not a thing anybody would want to do 🤷🏼
### Change Type
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- [ ] `dunno` — I don't know
### Test Plan
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### Release Notes
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in many places, we use a pattern like `React.createContext({} as
Editor)` when defining contexts. This causes a problem: `{}` is not
`Editor`, but you can still `useEditor` wherever you like and your code
with run with this confusing non-editor value.
This diff updates all our `createContext` calls to default to `null`,
with an explicit check and error for missing values. Now, if you
`useEditor` outside of `<Tldraw />`, you'll get a message telling you
that it can only be used within `<Tldraw />`.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Release Notes
`useEditor` and other context-based hooks will now throw an error when
used out-of-context, instead of returning a fake value.
This adds a store-level "operation end" event which fires at the end of
atomic operations. It includes some other changes too:
- The `SideEffectManager` now lives in & is a property of the store as
`StoreSideEffects`. One benefit to this is that instead of overriding
methods on the store to register side effects (meaning the store can
only ever be used in one place) the store now calls directly into the
side effect manager, which is responsible for dealing with any other
callbacks
- The history manager's "batch complete" event is gone, in favour of
this new event. We were using the batch complete event for only one
thing, calling `onChildrenChange` - which meant it wasn't getting called
for undo/redo events, which aren't part of a batch. `onChildrenChange`
is now called after each atomic store operation affecting children.
I've also added a rough pin example which shows (kinda messily) how you
might use the operation complete handler to traverse a graph of bindings
and resolve constraints between them.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `feature` — New feature
### Release Notes
#### Breaking changes
`editor.registerBatchCompleteHandler` has been replaced with
`editor.registerOperationCompleteHandler`
There's been some confusion in the community as our example use a few
`@internal` methods. These things are intended for use inside the tldraw
library, but aren't a part of the public API. That means that when those
examples are copied out of the tldraw repo, those `@internal` references
produce errors.
This diff bans the use of items tagged as `@internal` inside our
examples app by adding an eslint plugin (adapted from the one we already
have that protects against deprecated types) preventing them.
### Change Type
- [x] `docs` — Changes to the documentation, examples, or templates.
- [x] `bugfix` — Bug fix
- [x] `tools` — Changes to infrastructure, CI, internal scripts,
debugging tools, etc.
As I started working on image LOD stuff and wrapping my head around the
codebase, this was bothering me.
- there are missing popular types, especially WebP
- there are places where we're copy/pasting the same list of types but
they can get out-of-date with each other (also, one place described
supporting webm but we didn't actually do that)
This adds animated apng/avif detection as well (alongside our animated
gif detection). Furthermore, it moves the gif logic to be alongside the
png logic (they were in separate packages unnecessarily)
### Change Type
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- [x] `sdk` — Changes the tldraw SDK
- [ ] `dotcom` — Changes the tldraw.com web app
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- [ ] `internal` — Does not affect user-facing stuff
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- [ ] `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
### Release Notes
- Images: unify list of acceptable types and expand to include webp,
webm, apng, avif
This PR changes our imports so that they work in a few rare cases.
https://github.com/tldraw/tldraw/issues/1817
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Release Notes
- Fix bug effecting imports in Astro.
This PR updates readmes (including fixing some typos) and adds a link to
a Google Form for license inquiries.
### Change Type
- [x] `internal` — Does not affect user-facing stuff
- [x] `chore` — other boring stuff
With the new work on bindings, we no longer need to keep any arrows
stuff hard-coded in `editor`, so let's move it to `tldraw` with the rest
of the shapes.
Couple other changes as part of this:
- We had two different types of `WeakMap` backed cache, but we now only
have one
- There's a new free-standing version of `createComputedCache` that
doesn't need access to the editor/store in order to create the cache.
instead, it returns a `{get(editor, id)}` object and instantiates the
cache on a per-editor basis for each call.
- Fixed a bug in `createSelectedComputedCache` where the selector
derivation would get re-created on every call to `get`
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Release Notes
#### Breaking changes
- `editor.getArrowInfo(shape)` has been replaced with
`getArrowInfo(editor, shape)`
- `editor.getArrowsBoundTo(shape)` has been removed. Instead, use
`editor.getBindingsToShape(shape, 'arrow')` and follow the `fromId` of
each binding to the corresponding arrow shape
- These types have moved from `@tldraw/editor` to `tldraw`:
- `TLArcInfo`
- `TLArrowInfo`
- `TLArrowPoint`
- `WeakMapCache` has been removed
First draft of the new bindings API. We'll follow this up with some API
refinements, tests, documentation, and examples.
Bindings are a new record type for establishing relationships between
two shapes so they can update at the same time.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `feature` — New feature
### Release Notes
#### Breaking changes
- The `start` and `end` properties on `TLArrowShape` no longer have
`type: point | binding`. Instead, they're always a point, which may be
out of date if a binding exists. To check for & retrieve arrow bindings,
use `getArrowBindings(editor, shape)` instead.
- `getArrowTerminalsInArrowSpace` must be passed a `TLArrowBindings` as
a third argument: `getArrowTerminalsInArrowSpace(editor, shape,
getArrowBindings(editor, shape))`
- The following types have been renamed:
- `ShapeProps` -> `RecordProps`
- `ShapePropsType` -> `RecordPropsType`
- `TLShapePropsMigrations` -> `TLPropsMigrations`
- `SchemaShapeInfo` -> `SchemaPropsInfo`
---------
Co-authored-by: David Sheldrick <d.j.sheldrick@gmail.com>
Adds a feature flag `Measure performance` that allows us to:
- Measure the performance of all the actions (it wraps them into
`measureCbDuration`).
- Measure the frame rate of certain interactions like resizing,
erasing,....
Example of how it looks like:
![CleanShot 2024-04-17 at 18 04
05](https://github.com/tldraw/tldraw/assets/2523721/0fb69745-f7b2-4b55-ac01-27ea26963d9a)
### Change Type
<!-- ❗ Please select a 'Scope' label ❗️ -->
- [ ] `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
- [x] `internal` — Does not affect user-facing stuff
<!-- ❗ Please select a 'Type' label ❗️ -->
- [ ] `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
- [x] `tools` — Changes to infrastructure, CI, internal scripts,
debugging tools, etc.
- [ ] `dunno` — I don't know
=
---------
Co-authored-by: Mime Čuvalo <mimecuvalo@gmail.com>
Instead of storing them in supabse we will store them in r2.
I have already created `room-snapshots` and `room-snapshots-preview`
buckets on cloudflare.
We could also migrate all the data from supabase, but it seems we
haven't done so for the rooms, so I also didn't look into doing it for
snapshots.
One slight drawback of moving to R2 is that it's harder to query data by
parent slug. So answering questions like which room is the parent to the
most snapshots is a bit harder to answer. Instead of just a simple query
we'd need to do some custom logic to go through the bucket. Not sure if
have ever needed this info though.
### 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
Existing snapshots:
1. Load an existing snapshot. It should still load correctly. The best
way to do that is probably to generate a few of them in advance.
New snapshots:
1. Create a new room.
2. Create a few snapshot links.
3. They should work.
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Move storing of snapshots to cloudflare R2.
Adds pruning of unused assets when importing files.
Pulled out the pruning logic from the exporting of tldraw files and we
now use the same logic for both cases.
### 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
### Release Notes
- Prunes unused assets when loading a tldraw document.
Background on exported patterned shapes was not the same as on the
shapes themselves. This was especially noticeable in dark mode.
I'm not sure if this is the colour we want to use as this changes the
existing shape colour. But it is in line to what we had a while back. In
any case
[generateImage](https://github.com/tldraw/tldraw/blob/main/packages/tldraw/src/lib/shapes/shared/defaultStyleDefs.tsx#L113)
should be using the same colour as
[HashPatternForExport](https://github.com/tldraw/tldraw/blob/main/packages/tldraw/src/lib/shapes/shared/defaultStyleDefs.tsx#L88).
### Before
![image](https://github.com/tldraw/tldraw/assets/2523721/2772818e-7461-4cea-a36b-c16c8206b9d5)
### After
![image](https://github.com/tldraw/tldraw/assets/2523721/2bbe189c-fa18-4198-b9b3-1851c2336cf1)
### 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. Add patterned shapes.
2. Copy them as SVG.
3. Paste them. They should look the same.
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Fixes an issue with copy pasting shapes as svg and png not correctly
working for patterned shapes.
This PR adds a slideshow example (similar to @TodePond's slides but more
on rails) as a way to put some pressure on camera controls.
Along the way, it fixes some issues I found with animations and the new
camera controls.
- forced changes will continue to force through animations
- animations no longer set unnecessary additional listeners
- animations end correctly
- updating camera options does not immediately update the camera (to
allow for animations, etc.)
It also changes the location of the "in front of the canvas" element so
that it is not hidden by the hit test blocking element.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
This PR implements a camera options API.
- [x] Initial PR
- [x] Updated unit tests
- [x] Feedback / review
- [x] New unit tests
- [x] Update use-case examples
- [x] Ship?
## Public API
A user can provide camera options to the `Tldraw` component via the
`cameraOptions` prop. The prop is also available on the `TldrawEditor`
component and the constructor parameters of the `Editor` class.
```tsx
export default function CameraOptionsExample() {
return (
<div className="tldraw__editor">
<Tldraw cameraOptions={CAMERA_OPTIONS} />
</div>
)
}
```
At runtime, a user can:
- get the current camera options with `Editor.getCameraOptions`
- update the camera options with `Editor.setCameraOptions`
Setting the camera options automatically applies them to the current
camera.
```ts
editor.setCameraOptions({...editor.getCameraOptions(), isLocked: true })
```
A user can get the "camera fit zoom" via `editor.getCameraFitZoom()`.
# Interface
The camera options themselves can look a few different ways depending on
the `type` provided.
```tsx
export type TLCameraOptions = {
/** Whether the camera is locked. */
isLocked: boolean
/** The speed of a scroll wheel / trackpad pan. Default is 1. */
panSpeed: number
/** The speed of a scroll wheel / trackpad zoom. Default is 1. */
zoomSpeed: number
/** The steps that a user can zoom between with zoom in / zoom out. The first and last value will determine the min and max zoom. */
zoomSteps: number[]
/** Controls whether the wheel pans or zooms.
*
* - `zoom`: The wheel will zoom in and out.
* - `pan`: The wheel will pan the camera.
* - `none`: The wheel will do nothing.
*/
wheelBehavior: 'zoom' | 'pan' | 'none'
/** The camera constraints. */
constraints?: {
/** The bounds (in page space) of the constrained space */
bounds: BoxModel
/** The padding inside of the viewport (in screen space) */
padding: VecLike
/** The origin for placement. Used to position the bounds within the viewport when an axis is fixed or contained and zoom is below the axis fit. */
origin: VecLike
/** The camera's initial zoom, used also when the camera is reset.
*
* - `default`: Sets the initial zoom to 100%.
* - `fit-x`: The x axis will completely fill the viewport bounds.
* - `fit-y`: The y axis will completely fill the viewport bounds.
* - `fit-min`: The smaller axis will completely fill the viewport bounds.
* - `fit-max`: The larger axis will completely fill the viewport bounds.
* - `fit-x-100`: The x axis will completely fill the viewport bounds, or 100% zoom, whichever is smaller.
* - `fit-y-100`: The y axis will completely fill the viewport bounds, or 100% zoom, whichever is smaller.
* - `fit-min-100`: The smaller axis will completely fill the viewport bounds, or 100% zoom, whichever is smaller.
* - `fit-max-100`: The larger axis will completely fill the viewport bounds, or 100% zoom, whichever is smaller.
*/
initialZoom:
| 'fit-min'
| 'fit-max'
| 'fit-x'
| 'fit-y'
| 'fit-min-100'
| 'fit-max-100'
| 'fit-x-100'
| 'fit-y-100'
| 'default'
/** The camera's base for its zoom steps.
*
* - `default`: Sets the initial zoom to 100%.
* - `fit-x`: The x axis will completely fill the viewport bounds.
* - `fit-y`: The y axis will completely fill the viewport bounds.
* - `fit-min`: The smaller axis will completely fill the viewport bounds.
* - `fit-max`: The larger axis will completely fill the viewport bounds.
* - `fit-x-100`: The x axis will completely fill the viewport bounds, or 100% zoom, whichever is smaller.
* - `fit-y-100`: The y axis will completely fill the viewport bounds, or 100% zoom, whichever is smaller.
* - `fit-min-100`: The smaller axis will completely fill the viewport bounds, or 100% zoom, whichever is smaller.
* - `fit-max-100`: The larger axis will completely fill the viewport bounds, or 100% zoom, whichever is smaller.
*/
baseZoom:
| 'fit-min'
| 'fit-max'
| 'fit-x'
| 'fit-y'
| 'fit-min-100'
| 'fit-max-100'
| 'fit-x-100'
| 'fit-y-100'
| 'default'
/** The behavior for the constraints for both axes or each axis individually.
*
* - `free`: The bounds are ignored when moving the camera.
* - 'fixed': The bounds will be positioned within the viewport based on the origin
* - `contain`: The 'fixed' behavior will be used when the zoom is below the zoom level at which the bounds would fill the viewport; and when above this zoom, the bounds will use the 'inside' behavior.
* - `inside`: The bounds will stay completely within the viewport.
* - `outside`: The bounds will stay touching the viewport.
*/
behavior:
| 'free'
| 'fixed'
| 'inside'
| 'outside'
| 'contain'
| {
x: 'free' | 'fixed' | 'inside' | 'outside' | 'contain'
y: 'free' | 'fixed' | 'inside' | 'outside' | 'contain'
}
}
}
```
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `feature` — New feature
### Test Plan
These features combine in different ways, so we'll want to write some
more tests to find surprises.
1. Add a step-by-step description of how to test your PR here.
2.
- [ ] Unit Tests
### Release Notes
- SDK: Adds camera options.
---------
Co-authored-by: Mitja Bezenšek <mitja.bezensek@gmail.com>
This prevents duplicating shapes if we get to the max allowed shapes.
Before this change we would create as many shapes as we could and skip
the rest. After this change we don't create any shapes in this case.
We already do this for [copy
pasting](https://github.com/tldraw/tldraw/blob/mitja%2Fduplicate-shapes/packages/editor/src/lib/editor/Editor.ts#L7595-L7600)
(via `putContentOntoCurrentPage`), so no change was needed there.
Resolves https://github.com/tldraw/tldraw/issues/3669
### 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. Create close to 2000 shapes.
2. Select so many shapes that duplicating them would go over the 2000
shapes per page limit.
3. Duplicate.
4. You should not create any shapes even if there is space for some of
them.
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Prevent duplicating shapes if we would go over the maximum shape
limit. It's now an all or nothing operation, where as before some shapes
would get created.
Followup to https://github.com/tldraw/tldraw/pull/3188 (although this
problem was there before that PR)
This does more work for RTL rendering in SVG context, especially since
we position each span one-by-one.
I had to do a bit of esoteric spelunking and it turns out
[`unicode-bidi:
plaintext`](https://developer.mozilla.org/en-US/docs/Web/CSS/unicode-bidi)
solves our issue even though it isn't really recommend to be used by web
developers. Fun times 🙃
Before:
<img width="369" alt="Screenshot 2024-05-02 at 11 45 44"
src="https://github.com/tldraw/tldraw/assets/469604/df55e03a-4760-4b8f-adad-ed1a8c13ad51">
After:
<img width="365" alt="Screenshot 2024-05-02 at 11 54 48"
src="https://github.com/tldraw/tldraw/assets/469604/3339bbf4-041a-4fdf-8b6e-6fa19dfb0a9e">
### 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. Test LTR text.
2. Test RTL text.
3. Test mixed LTR/RTL on different lines.
- [ ] Unit Tests
- [x] End to end tests
### Release Notes
- [Add a brief release note for your PR here.](textfields: fix RTL
layout for SVG exports)
---------
Co-authored-by: huppy-bot[bot] <128400622+huppy-bot[bot]@users.noreply.github.com>
This was my bad after refactoring how the viewport following stuff used
store queries.
### 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. Add a step-by-step description of how to test your PR here.
2.
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Fixes an issue where viewport following was not working
This PR fixes the issue where sync clients would get into a reconnect
loop after being rejected by the sync server.
- Close the socket when in the error state (see useRemoteSyncClient)
- Show a 'plx refresh the page' screen that doesn't have a sad face on
it.
<img width="665" alt="image"
src="https://github.com/tldraw/tldraw/assets/1242537/96025fa3-cc20-4f53-8f58-74e473e16702">
- If older clients who can't handle rejection well need to be rejected
(e.g. due to a store migration being added) then we send them to a
special purgatory where the canvas goes blank and it shows the offline
indicator but the websocket connection stays open and it won't try to
reconnect.
### Change Type
- [x] `dotcom` — Changes the tldraw.com web app
- [x] `bugfix` — Bug fix
### Test Plan
1. Gonna manually test this one by doing sneaky deploys to a test PR
So far 33 people have had tldraw crash due to getContext('webgl2')
returning null for some reason. Maybe it's to do with what kind of
graphics hardware they have available.
This PR adds a stopgap measure wherein the minimap manager just fails to
render anything on the canvas element instead of crashing the app.
Ideally we'd have better UX around this but that can wait.
I'm gonna hotfix this to dotcom.
### 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
Will explain tomorrow
### 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. 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.
**Beofre:**
1. In a text box, text direction was set to Left-to-Right, regardless of
the text language.
**After:**
1. Text box direction is set to auto, so that it matches the direction
of text language.
2. Text dir is set to auto for each line of the text. To achieve this,
each line of text is now put in separated `<span>` tags with
`dir="auto"`.
![Screenshot_20240318_152725](https://github.com/tldraw/tldraw/assets/18334056/bfa8dd11-a2d1-46d0-b205-7a192c403fcd)
Note: Without putting each line of text into separated `<span>` tags,
whole text direction was in direction of initial line text. So each line
of text is now wrapped into separate tags.
### 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 ❗️ -->
- [x] `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
Enter a text right-to-left and left-to-right into textboxes and note the
change of direction by clicking outside of the box, before and after
this PR.
### Release Notes
Fix textbox direction when it contains both RTL and LTR languages
---------
Co-authored-by: Mime Čuvalo <mimecuvalo@gmail.com>
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
Fix some issues with the new undo/redo system - there were a few things
that were undoable that shouldn't be, and a few things that weren't but
should
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
This PR fixes the missing viewport on Safari. Blending on webgl in
Safari is cursed.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `feature` — New feature
We saw this in r/ok
- somehow an arrow was created where the boundShapeId was pointing to a
shape that doesn't exist
- we do need to be tolerant of such situations until our server can
enforce binding constraints
- so let's not use `!` here
### Change Type
<!-- ❗ Please select a 'Scope' label ❗️ -->
- [x] `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 ❗️ -->
- [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
I copied the data from `/r/ok` and loaded it and this fixed the error
### Release Notes
- fixes an edge case in multiplayer rooms where the room can crash if an
arrow's bound shape is deleted by a peer
This PR fixes the missing icon for checkbox-empty.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Test Plan
1. Open the page menu
2. Create a new page
3. Should be no missing icon
This PR improves handling of pressure in the draw tool. While we
differentiate between pen and not-pen in the pointer type, there are
not-pen type inputs like styluses that present as "mouse" inputs. This
PR makes the freehand options for these inputs more pen-like so that
they benefit from the dialing-in of options for pressure-using devices.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
1. Use pen inputs
2. Use mouse inputs
3. Use stylus inputs
- [x] Unit Tests
### Release Notes
- Improves handling of mouse-type devices that support pressure, e.g.
wacom tablets. They now use the same freehand options as true pen-type
inputs.
Looks like this has been broken for a while actually. I spelunked into
the history of git blame around why we needed this but can't find when
it was added easily. (maybe it was in brivate?)
I don't _think_ we need the menu check anymore but lemme know if there's
something I'm missing here @steveruizok
### 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
### Release Notes
- Clipboard: fix pasting from the Edit menu.
This PR fixes a bug where alt-dragging the left or right handles of a
text shape would not produce the correct outcome: the width would double
but the center would change.
![Kapture 2024-04-28 at 13 48
52](https://github.com/tldraw/tldraw/assets/23072548/ad339a57-4efd-4201-86bc-c03a379f7e0c)
This is because the text shape is aspect ratio locked only when dragging
handles other than the left or right, but we didn't have the ability to
differentiate between that. We've had to add that optionality in,
together with a hard-coded override of the normal behavior for text
shapes.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Test Plan
1. Resize text.
2. Resize text with the alt key held.
- [x] Unit Tests
### Release Notes
- Fixed a bug with resizing text shapes from the left and right while
holding alt.
This PR:
- updates `getHoveredId` to `getHoveredShapeId`
- adds an option to ignore locked shapes to `Editor.getShapeAtPoint`.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
1. Put two shapes on top of eachother
2. Lock the top shape
3. Hover the shape
4. The bottom shape should be hovered
5. Right click
6. The top shape should be selected
- [x] Unit tests
### Release Notes
- Fixed a bug with locked shapes being hoverable.
I added a new embed type, for desmos graphing calculator
(https://www.desmos.com/calculator) that uses their supported embed URL.
I added an icon, the new embed shape, and created tests for it.
https://github.com/tldraw/tldraw/assets/111339712/acc1a6b0-2551-4f25-8f85-20e6f829930e
### 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
- [x] `feature` — New feature
- [ ] `improvement` — Improving existing features
- [ ] `chore` — Updating dependencies, other boring stuff
- [ ] `galaxy brain` — Architectural changes
- [x] `tests` — Changes to any test code
- [ ] `tools` — Changes to infrastructure, CI, internal scripts,
debugging tools, etc.
- [ ] `dunno` — I don't know
### Test Plan
1. Add links for desmos graphing calculator (e.g.
https://www.desmos.com/calculator/4wa2im6u31) by either pasting or using
the insert embed menu.
### Release Notes
- (feature) add desmos embed
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
When a device has both a touch screen and a mouse, pointer: coarse
evaluates to false and then doesn't change even if the user begins to
use the touch screen.
In this PR pointer: coarse is replaced with any-pointer: coarse, which
checks if a touchscreen input is available. Event listeners for
touchstart and mousemove update isCoursePointer dynamically. So if the
user begins to move the mouse it changes to pointer: fine, if they then
touch the screen the pointer is returned to coarse.
https://github.com/tldraw/tldraw/assets/98838967/fb86bb44-ec11-4161-bb2f-0e8c3ee83eb6
### 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. Load tldraw on a device with both coarse and fine pointer inputs
avaiable (e.g. an ipad with a keyboard and trackpad)
2. Switch between using the mouse and touch screen.
3. Handles on shapes should update dynamically.
### Release Notes
- Add a brief release note for your PR here.
---------
Co-authored-by: Mime Čuvalo <mimecuvalo@gmail.com>
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
This is for maintainabilty of the paths. It's hard to track down all the
places where a route is being referenced. This helps unify them so that
it's easily searchable in the codebase. This came up during the readonly
room refactor and being able to find the way a particular route was
wired through the codebase.
### 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
- [ ] `improvement` — Improving existing features
- [x] `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
In some cases (when you clicked close to the current viewport area) the
minimap would not change the camera position. This is because the
`clampedPoint` calculation would offset the clicked position slightly
and then the `clampedPoint` would land inside the currently viewport.
With this change we will treat every click outside of the viewport (but
still within allowed bounds) as a change that requires use to change the
camera position.
Before
https://github.com/tldraw/tldraw/assets/2523721/ded202d1-94d7-4b40-ba77-45d283e4fa60
After
https://github.com/tldraw/tldraw/assets/2523721/2ccee77d-ec0e-4997-b51d-c14676657a94
### Change Type
<!-- ❗ Please select a 'Scope' label ❗️ -->
- [ ] `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
- [x] `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. Use minimap in various ways to make sure it still works correctly.
The change targets the `pointerDown` event, but I did also refactor one
method that is also used by double click so it makes sense to test that
as well. Make sure you are not double clicking since we don't use the
same logic there.
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Fixes clicking on the minimap when we clicked just slightly outside of
the current viewport.
Fixes an issue where minimap would sometimes completely bug out. The
problem was when you resized the window height. We only had resize
observer for the minimap's canvas element, but we were missing the
observer for the window / container. This caused an issue with
[calculating the minimap page
point](https://github.com/tldraw/tldraw/blob/mitja%2Ffix-minimap-when-resizing-window/packages/tldraw/src/lib/ui/components/Minimap/MinimapManager.ts#L153)
via `getMinimapPagePoint`. They y coordinate would get incorrectly
calculated.
Before
https://github.com/tldraw/tldraw/assets/2523721/ecf4c860-0aa2-46ac-8b90-964bff7f04b3
After
https://github.com/tldraw/tldraw/assets/2523721/38047877-7657-45cf-89b1-31ac0c47228c
Resolves https://github.com/tldraw/tldraw/issues/3589
### 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. Insert some shapes.
2. Now open dev panel below or change the height of the window.
3. Use the minimap. It should no longer bug out.
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Fixes an issue with the minimap bugging out after you change the
window's height.
Previously, we weren't exporting migrations & validators for our default
shapes. This meant that it wasn't possible to make your own tlschema
with both our default shapes and some of your own (e.g. for custom
multiplayer). This fixes that by exposing all the migrations,
validators, and versions from tlschema.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
Reworks how the readonly urls work. Till now we just used a simple
function that would scramble the slugs. Now we use a proper key value
mapping between regular and readonly slugs:
- We use two KV stores. One is for going from a slug to a readonly slug
and the other one for going the other way around. They are populated at
the same time.
- We separate preview KV stores (dev, preview, staging) from production
one. I've already created these on Cloudflare. [My understanding is
](https://developers.cloudflare.com/kv/reference/data-security/#encryption-at-rest)that
ids [can be
public](https://community.cloudflare.com/t/is-it-safe-to-keep-kv-ids-in-a-public-git-repo/517387/4)
since we can only access KV from our worker. Happy to move them to env
variables though.
- [x] Disable creating new rooms when tldraw is embedded inside iframes
on other websites (we check the referrer and if it's not the same as the
iframe's origin we don't allow it)
- [x] Fork a project when inside an iframe now opens the forked project
on tldraw.com and not inside iframe.
- [x] We allow embeding of iframes, but we now track the where they are
used via the referrer. We send this to Vercel analytics.
- [x] Improved UX of the share menu to make it less confusing. Toggle is
gone.
- [x] `/new` and `/r` routes not redirect to `/`.
- [x] This introduces a new `/ro` route for readonly rooms. Legacy rooms
still live on `/v`.
- [x] Brought back `dotcom-shared` project to share code between BE and
FE. Mostly types.
- [x] Prevent creating of rooms by entering `/r/non-existing-slug`.
- [x] Handle getting a readonly slug for old rooms. Added a comment
about it
[here](https://github.com/tldraw/tldraw/pull/3192/files#diff-c0954b3dc71bb7097c39656441175f3238ed60cf5cee64077c06e21da82182cbR17-R18).
- [x] We no longer expose editor on the window object for readonly
rooms. Prevents the users disabling readonly rooms manually.
### 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. Make sure old readonly rooms still work.
2. Creating a readonly link from an existing room should still use `/v`
path.
3. Newly created rooms should use `/ro` path for readonly rooms. Make
sure these work as well.
4. `/r` room was disabled and redirects to `/`
5. `/new` should still work when not inside iframes.
- [x] Unit Tests
- [ ] End to end tests
### Release Notes
1. This adds new functionality for readonly rooms:
- We have a new route `/ro` for newly created readonly rooms. These
rooms no longer use the scrambling logic to create readonly slugs.
Instead we now use KV storage from cloudflare to track the mapping for
slugs -> readonly slug and readonly slug -> slug.
- The old route `/v` is preserved, so that the old room still work as
they did before.
- For old rooms we will keep on generating the old readonly slugs, but
for new rooms we'll start using the new logic.
2. We no longer prevent embedding of tldraw inside iframes.
3. We do prevent generating new rooms from inside the iframes though.
`/r`, `/new`, `/r/non-existing-id` should not allow creation of new
rooms inside iframes. Only `/new` still works when not inside iframes.
4. Forking a project from inside an iframe now opens it on tldraw.com
5. Slight copy change on the sharing menu. We no longer have a toggle
between readonly and non-readonly links.
6. `editor` and `app` are no longer exposed on the window object for
readonly rooms. Prevents users from using the `updateInstanceState` to
escape readonly rooms.
---------
Co-authored-by: Mime Čuvalo <mimecuvalo@gmail.com>
This reverts commit 741ed00bda.
This was causing a bug with computed's not getting invalidated
correctly. To reproduce:
- Draw a rectangle
- Hold alt to drag out a duplicate
- Delete the duplicate
We'd then get errors and sometimes a crash where the indicator continued
trying to render a now-deleted shape.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
Our undo-redo system before this diff is based on commands. A command
is:
- A function that produces some data required to perform and undo a
change
- A function that actually performs the change, based on the data
- Another function that undoes the change, based on the data
- Optionally, a function to _redo_ the change, although in practice we
never use this
Each command that gets run is added to the undo/redo stack unless it
says it shouldn't be.
This diff replaces this system of commands with a new one where all
changes to the store are automatically recorded in the undo/redo stack.
You can imagine the new history manager like a tape recorder - it
automatically records everything that happens to the store in a special
diff, unless you "pause" the recording and ask it not to. Undo and redo
rewind/fast-forward the tape to certain marks.
As the command concept is gone, the things that were commands are now
just functions that manipulate the store.
One other change here is that the store's after-phase callbacks (and the
after-phase side-effects as a result) are now batched up and called at
the end of certain key operations. For example, `applyDiff` would
previously call all the `afterCreate` callbacks before making any
removals from the diff. Now, it (and anything else that uses
`store.atomic(fn)` will defer firing any after callbacks until the end
of an operation. before callbacks are still called part-way through
operations.
## Design options
Automatic recording is a fairly large big semantic change, particularly
to the standalone `store.put`/`store.remove` etc. commands. We could
instead make not-recording the default, and make recording opt-in
instead. However, I think auto-record-by-default is the right choice for
a few reasons:
1. Switching to a recording-based vs command-based undo-redo model is
fundamentally a big semantic change. In the past, `store.put` etc. were
always ignored. Now, regardless of whether we choose record-by-default
or ignore-by-default, the behaviour of `store.put` is _context_
dependant.
2. Switching to ignore-by-default means that either our commands don't
record undo/redo history any more (unless wrapped in
`editor.history.record`, a far larger semantic change) or they have to
always-record/all accept a history options bag. If we choose
always-record, we can't use commands within `history.ignore` as they'll
start recording again. If we choose the history options bag, we have to
accept those options in 10s of methods - basically the entire `Editor`
api surface.
Overall, given that some breaking semantic change here is unavoidable, I
think that record-by-default hits the right balance of tradeoffs. I
think it's a better API going forward, whilst also not being too
disruptive as the APIs it affects are very "deep" ones that we don't
typically encourage people to use.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
- [x] `galaxy brain` — Architectural changes
### Release Note
#### Breaking changes
##### 1. History Options
Previously, some (not all!) commands accepted a history options object
with `squashing`, `ephemeral`, and `preserveRedoStack` flags. Squashing
enabled/disabled a memory optimisation (storing individual commands vs
squashing them together). Ephemeral stopped a command from affecting the
undo/redo stack at all. Preserve redo stack stopped commands from wiping
the redo stack. These flags were never available consistently - some
commands had them and others didn't.
In this version, most of these flags have been removed. `squashing` is
gone entirely (everything squashes & does so much faster than before).
There were a couple of commands that had a special default - for
example, `updateInstanceState` used to default to being `ephemeral`.
Those maintain the defaults, but the options look a little different now
- `{ephemeral: true}` is now `{history: 'ignore'}` and
`{preserveRedoStack: true}` is now `{history:
'record-preserveRedoStack'}`.
If you were previously using these options in places where they've now
been removed, you can use wrap them with `editor.history.ignore(fn)` or
`editor.history.batch(fn, {history: 'record-preserveRedoStack'})`. For
example,
```ts
editor.nudgeShapes(..., { ephemeral: true })
```
can now be written as
```ts
editor.history.ignore(() => {
editor.nudgeShapes(...)
})
```
##### 2. Automatic recording
Previously, only commands (e.g. `editor.updateShapes` and things that
use it) were added to the undo/redo stack. Everything else (e.g.
`editor.store.put`) wasn't. Now, _everything_ that touches the store is
recorded in the undo/redo stack (unless it's part of
`mergeRemoteChanges`). You can use `editor.history.ignore(fn)` as above
if you want to make other changes to the store that aren't recorded -
this is short for `editor.history.batch(fn, {history: 'ignore'})`
When upgrading to this version of tldraw, you shouldn't need to change
anything unless you're using `store.put`, `store.remove`, or
`store.applyDiff` outside of `store.mergeRemoteChanges`. If you are, you
can preserve the functionality of those not being recorded by wrapping
them either in `mergeRemoteChanges` (if they're multiplayer-related) or
`history.ignore` as appropriate.
##### 3. Side effects
Before this diff, any changes in side-effects weren't captured by the
undo-redo stack. This was actually the motivation for this change in the
first place! But it's a pretty big change, and if you're using side
effects we recommend you double-check how they interact with undo/redo
before/after this change. To get the old behaviour back, wrap your side
effects in `editor.history.ignore`.
##### 4. Mark options
Previously, `editor.mark(id)` accepted two additional boolean
parameters: `onUndo` and `onRedo`. If these were set to false, then when
undoing or redoing we'd skip over that mark and keep going until we
found one with those values set to true. We've removed those options -
if you're using them, let us know and we'll figure out an alternative!
These were needed when the docs lived in a different repo, but they
don't any more so we can get rid of them.
### Change Type
- [x] `internal` — Does not affect user-facing stuff
- [x] `chore` — Updating dependencies, other boring stuff
We're missing the export for `createShapePropsMigrationIds`, so lets add
it. This also fixes some other bits that were used in examples but not
exported properly from tldraw.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Release Notes
- Expose `createShapePropsMigrationIds`, `defaultEditorAssetUrls`,
`PORTRAIT_BREAKPOINT`, `useDefaultColorTheme`, & `getPerfectDashProps`
This PR will only show the bottom handle on a sticky note when zoomed
out.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
1. Zoom out to 45%.
2. The bottom handle should be visible.
3. The bottom handle should work as expected.
### Release Notes
- Show only the bottom handle on notes when zoomed between .25 and .5
This PR fixes the transparent viewport in the minimap. It also bumps the
size of collaborators.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
Expose `usePreloadAssets` and make sure the exploded/sublibraries
examples uses it. Before this change, fonts weren't loaded correctly for
the exploded example.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `docs` — Changes to the documentation, examples, or templates.
- [x] `bugfix` — Bug fix
Tiny changes as I walk through freehand code. These would only really
make a difference on pages with many freehand shapes.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Release Notes
- Improve performance of draw shapes.
This PR calls prevent default on native clipboard events. This prevents
the error sound on Safari.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Test Plan
1. Use the cut, copy, and paste events on Safari.
2. Everything should still work, but no sounds should play.
### Release Notes
- Fix copy sound on clipboard events.
This PR replaces our current minimap implementation with one that uses
WebGL
### 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. 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.
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
This PR improves the "back to content" behavior. Rather than using an
interval, we now add a "camera-stopped" event that triggers the check.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement`
### Test Plan
1. Create some shapes, then move the camera to an empty part of the
canvas.
2. Check that the back to content button appears.
3. Ensure that the back to content button does not appear when the
canvas is empty.
This is a huge perf win, and it came to me while procrastinating on
making dinner.
The idea is that we can skip checking the parents of a computed value if
- it is being dereferenced during a reaction cycle
- the computed value was not traversed during the current reaction cycle
This more than doubles the speed of the webgl minimap render on my
machine (from 2ms down to like 0.8ms).
This will make the biggest difference for anything that derives a value
from a large collection of other computed values where typically only a
small amount of them change at one time (e.g. iterating over all the
shape page bounds to compile an RBush)
Most code paths where we see a big chunk of `haveParentsChanged` in
flame graphs should be much faster after this.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
Minor thing, but there's two nodes with the same ID. I got rid of the
one on the HTMLContainer, either one seems fine to remove though
¯\\_(ツ)_/¯
<img width="546" alt="Screenshot 2024-04-17 at 14 53 32"
src="https://github.com/tldraw/tldraw/assets/469604/5c4acdef-842c-4c4a-b9fd-504e23837efe">
### 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
Fixes culling for cases when another user would drag shapes inside your
viewport. We weren't correctly calculating the culling status for arrows
that might be bound to those shapes and also for shapes within dragged
in groups / frames.
### Change Type
<!-- ❗ Please select a 'Scope' label ❗️ -->
- [ ] `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
- [x] `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. Open the same room in two browsers / tabs.
2. Have some shapes that are visible in one browser, but not the other.
3. Drag these shapes so that they are visible in the other browser as
well.
4. They should correctly get unculled.
5. Do this by dragging shapes that have arrows bound to them (arrows
should uncull), groups (shapes within them should uncull), frames.
- [x] Unit Tests
- [ ] End to end tests
### Release Notes
- Fix culling.
We shouldn't be making this something you have to negate everytime you
use `useEditableText`. The TextShape can just have its custom behavior
since that's the intended usecase. (although I think that Tab there
doesn't do much anyway, but whatevs)
### 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
- [ ] `improvement` — Improving existing features
- [x] `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
This PR includes a "soft preload" feature for icons, where icons will be
loaded when the canvas first mounts. The component will not wait for
icons to finish loading before showing the editor, but this should help
with "pop in" on menu icons.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
1. Load the component
2. After load, open a menu for the first time
3. The icons should immediately be visible
### Release Notes
- Improve icon preloading
(this is a PR redo of https://github.com/tldraw/tldraw/pull/3424 which
got messed up a bit)
It doesn't quite feel like this is the right fix but it does solve the
issue. I was trying to see if `getShapeAtPoint` needed more work but the
further I went in that rabbit hole it seemed like I shouldn't touch that
code without causing a bunch of disruption at the moment.
Specifically, the code that does `Check labels first` in Editor.ts is a
little obscure (lines 4384-4397). It only checks a couple specifics
shapes (with certain combinations, i.e. a geo with "none" fill) _and_ it
doesn't check `hitLabels` which also maybe feels wrong? I tried
unraveling it but there's a lot of code relying on it at the moment to
mess with it in the stickies work.
(I was looking at https://github.com/tldraw/tldraw/pull/1910 and
https://github.com/tldraw/tldraw/pull/1806 for historical context fwiw)
Before:
https://github.com/tldraw/tldraw/assets/469604/b263a192-2085-4ffb-9e47-6e9c32abe1f9
After:
https://github.com/tldraw/tldraw/assets/469604/5b0b422b-dd5c-4593-9ac5-dec595923ea6
### 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
The fix here was that we need to check if we're editing before
dispatching the pointer down event. This is some leftover DNA from code
when we had textareas always present and when
tl-svg-container/tl-html-container wasn't around. The
`setPointerCapture` was originally fixing a bug where dragging a shape
using the textlabel as the origin would start to breakdown when you got
to UI toolbar/panel.
Also, turns out we don't need the `setPointerCapture` anymore because of
the same reason.
### 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
This PR fixes alt-duplicating shapes not working if you pointer-down'd
on their text label.
fixes
https://github.com/orgs/tldraw/projects/41/views/1?pane=issue&itemId=59901721
### Change Type
<!-- ❗ Please select a 'Scope' label ❗️ -->
- [x] `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 ❗️ -->
- [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. 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.
Describe what your pull request does. If appropriate, add GIFs or images
showing the before and after.
### 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. 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.
This was necessary before but with latest refactors it doesn't help
anything. Also, it causes a minor issue with document title:
https://linear.app/tldraw/issue/TLD-2398/double-clicking-board-title-when-editing-text-doesnt-auto-select-the
### 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
This PR uses an additional ArraySet to make capturing parent
relationships faster for computeds with more than a handful of parents.
Seems to result in an overall ~20% speedup of the `maybeCaptureParent`
function in normal usage.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### 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
- Slight performance improvement to reactivity bookkeeping.
Something was bothering me a bit with the discussion around sqrt's being
slow. Looks like `Math.hypot` has a performance cost associated with it.
Looking at the Chromium source code:
https://chromium.googlesource.com/v8/v8/+/4.3.21/src/math.js?autodive=0%2F%2F#19
and
https://source.chromium.org/chromium/chromium/src/+/main:v8/src/builtins/math.tq;l=36?q=math&sq=&ss=chromium%2Fchromium%2Fsrc:v8%2Fsrc%2F
it looks like maybe we'd be avoiding the multiple arguments that can be
passed into Math.hypot which is maybe the source of the perf hit.
Also, interestingly in `math.tq` you can see it doing this funky sqrt
calculation: `Float64Sqrt((a / max) * (a / max) + (b / max) * (b / max))
* max` - I think that possibly is trying to avoid some overflow in some
cases with bigger numbers, but also possibly with a perf hit.
[edit]: OK, actually on Firefox, doing sqrt seems slower - but digging
more into this, it looks like doing `** 0.5` instead of `sqrt` is much
faster.
More related articles:
- https://stackoverflow.com/questions/71898044/why-is-math-hypot-so-slow
-
https://stackoverflow.com/questions/3764978/why-hypot-function-is-so-slow
-
https://www.reddit.com/r/javascript/comments/wk3e57/askjs_why_mathsqrt_is_so_slow_in_firefox/
[edit again!] looks like this is being fixed in the latest Chrome!
https://blog.seokho.dev/development/2024/03/18/V8-optimize-MathHypot.html
```
┌─────────┬───────┬─────────┬─────────┬─────────┬────────┐
│ (index) │ Cold │ Slowest │ Fastest │ Average │ Total │
├─────────┼───────┼─────────┼─────────┼─────────┼────────┤
│ old │ 13.39 │ 10.07 │ 9.69 │ 9.98 │ 998.57 │
│ sqrt │ 8.19 │ 6.66 │ 6.61 │ 6.67 │ 667.6 │
│ pow 0.5 │ 1.89 │ 0.28 │ 0.28 │ 0.3 │ 29.79 │
│ new │ 1.64 │ 0.28 │ 0.28 │ 0.29 │ 28.95 │
└─────────┴───────┴─────────┴─────────┴─────────┴────────┘
```
### 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
Adds RBush to handle spatial querying. We use it for:
- Culling. Helps a lot with panning as we don't have to compute the
culled shapes from scratch. Instead we just query rbush again. It makes
culling quite granular: spatial index updates when shapes change
(additions, removals, changes to bounds), visible shapes depends on
that, but also updates when the viewport page bound change, culled
shapes then depend on that but also change with selections changes. The
api stayed the same, which is great since the fuzz tests can stay as
they are.
- Brushing
- Erasing
- Scribble brushing
- Getting shapes at point (for example, when updating the hover id)
This improves performance of all of those operations. I might have
missed some places where this might also be useful.
### Erasing before (Test on my old ipad)
https://github.com/tldraw/tldraw/assets/2523721/edb9c004-a44a-4779-b2d0-98617b057314
### Erasing after
https://github.com/tldraw/tldraw/assets/2523721/8f8367fd-fa8e-4963-ba13-720c5f0c2da5
### Creating an arrow before
https://github.com/tldraw/tldraw/assets/2523721/4068f8b7-f7b8-4826-83f2-083b1f3783bc
### After (much better, but still bad)
https://github.com/tldraw/tldraw/assets/2523721/11af6be6-01d8-4740-bf15-896e2dd31dd6
### Change Type
<!-- ❗ Please select a 'Scope' label ❗️ -->
- [ ] `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
- [x] `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
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
Describe what your pull request does. If appropriate, add GIFs or images
showing the before and after.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `galaxy brain` — Architectural 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
#### BREAKING CHANGES
- The `Migrations` type is now called `LegacyMigrations`.
- The serialized schema format (e.g. returned by
`StoreSchema.serialize()` and `Store.getSnapshot()`) has changed. You
don't need to do anything about it unless you were reading data directly
from the schema for some reason. In which case it'd be best to avoid
that in the future! We have no plans to change the schema format again
(this time was traumatic enough) but you never know.
- `compareRecordVersions` and the `RecordVersion` type have both
disappeared. There is no replacement. These were public by mistake
anyway, so hopefully nobody had been using it.
- `compareSchemas` is a bit less useful now. Our migrations system has
become a little fuzzy to allow for simpler UX when adding/removing
custom extensions and 3rd party dependencies, and as a result we can no
longer compare serialized schemas in any rigorous manner. You can rely
on this function to return `0` if the schemas are the same. Otherwise it
will return `-1` if the schema on the right _seems_ to be newer than the
schema on the left, but it cannot guarantee that in situations where
migration sequences have been removed over time (e.g. if you remove one
of the builtin tldraw shapes).
Generally speaking, the best way to check schema compatibility now is to
call `store.schema.getMigrationsSince(persistedSchema)`. This will throw
an error if there is no upgrade path from the `persistedSchema` to the
current version.
- `defineMigrations` has been deprecated and will be removed in a future
release. For upgrade instructions see
https://tldraw.dev/docs/persistence#Updating-legacy-shape-migrations-defineMigrations
- `migrate` has been removed. Nobody should have been using this but if
you were you'll need to find an alternative. For migrating tldraw data,
you should stick to using `schema.migrateStoreSnapshot` and, if you are
building a nuanced sync engine that supports some amount of backwards
compatibility, also feel free to use `schema.migratePersistedRecord`.
- the `Migration` type has changed. If you need the old one for some
reason it has been renamed to `LegacyMigration`. It will be removed in a
future release.
- the `Migrations` type has been renamed to `LegacyMigrations` and will
be removed in a future release.
- the `SerializedSchema` type has been augmented. If you need the old
version specifically you can use `SerializedSchemaV1`
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
There was a bug that could occur if you pinched while using the hand
tool, where on pinch end the hand tool would slide the camera based on
the pinching velocity. The fix is to cancel out any velocity while
pinching.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Test Plan
On mobile...
1. Select the hand tool.
2. Begin a pinch
3. Stop the pinch
4. The camera should stay where it is
### Release Notes
- Fixed a bug that could occur while pinching with the hand tool
selected.
This PR adds a computed cache for masked shape page bounds, which speeds
up visibility checks (a lot!).
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
Before we were running this on any change, even mouse position changes.
Now we only run it when shapes change.
Results wouldn't change in any case, so there's not a huge improvement.
Still, why run it if it is not necessary.
Before:
https://github.com/tldraw/tldraw/assets/2523721/b4111494-488a-42d0-9dfe-7fbc2ed88315
After:
https://github.com/tldraw/tldraw/assets/2523721/d96de329-235b-4dcb-93ea-fe297062985d
### Change Type
<!-- ❗ Please select a 'Scope' label ❗️ -->
- [ ] `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
- [x] `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
Hides the edit link option in the context menu for locked shapes.
Fixes [#3308](https://github.com/tldraw/tldraw/issues/3308)
### 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. Add a link to a shape.
2. Lock it
3. Right click it to open the context menu.
4. You should not see the `Edit link` option
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Hide edit link context menu option for locked shapes.
This PR makes a small improvement to the way we measure distances.
(Often we measure distances multiple times per frame per shape on the
screen). In many cases, we compare a minimum distance. This makes those
checks faster by avoiding a square root.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Release Notes
- Improve performance of minimum distance checks.
We also need to clear the timeout when panning.
https://github.com/tldraw/tldraw/assets/2523721/f32fd4d0-332c-4a80-bed0-9ce49a68e1abhttps://github.com/tldraw/tldraw/assets/2523721/e97f5fac-083f-4f77-ab72-40701790f039
Had an [alternative
approach](https://github.com/tldraw/tldraw/pull/3444) of setting
timeouts and clearing them in dispatch, but since the timeout is 500ms I
think this should work as well.
### 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
This PR adds a micro benchmarking utility. We can use it in our jest
tests or in random scripts, though given the other requirements of our
library, benchmarking.
<img width="750" alt="Screenshot 2024-04-11 at 2 44 23 PM"
src="https://github.com/tldraw/tldraw/assets/23072548/6bba07eb-65fd-45a2-abd8-ddd0e206b9fa">
## What this isn't
This is not benchmarking. The speeds etc are based on your machine.
## What this is
This is a tool for measuring / comparing different implementations etc.
Some things run much faster than others.
### Change Type
- [x] `sdk`
- [x] `internal`
Next.js bans the use of react-dom/server APIs on the client. React's
docs recommend against using these too:
https://react.dev/reference/react-dom/server/renderToString#removing-rendertostring-from-the-client-code
In this diff, we switch from using `ReactDOMServer.renderToStaticMarkup`
to `ReactDOMClient.createRoot`, fixing SVG exports in next.js apps.
`getSvg` remains deprecated, but we've introduced a new `getSvgElement`
method with a similar API to `getSvgString` - it returns an `{svg,
width, height}` object.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
We reorded the dom a bit when we added the web gl rendered culled
shapes. We can now revert that.
Also noticed we weren't positioning the wrapper, so the z-index didn't
not apply.
### Change Type
<!-- ❗ Please select a 'Scope' label ❗️ -->
- [ ] `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
- [x] `internal` — Does not affect user-facing stuff
<!-- ❗ Please select a 'Type' label ❗️ -->
- [ ] `bugfix` — Bug fix
- [ ] `feature` — New feature
- [ ] `improvement` — Improving existing features
- [x] `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
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
This PR makes a small improvement to the hand tool to address a "long
press"-related issues.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
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
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- [x] `sdk` — Changes the tldraw SDK
- [ ] `dotcom` — Changes the tldraw.com web app
- [ ] `docs` — Changes to the documentation, examples, or templates.
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- [ ] `bugfix` — Bug fix
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- [ ] `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>
We use text shadows to create "outlines" around text shapes. These
shadows are rendered on the GPU. In Chrome (and on computers with a
capable GPU) text shadows work pretty well, however on Safari—and in
particular on iOS—they cause massive frame drops.
https://github.com/tldraw/tldraw/assets/23072548/b65cbcaa-6cc3-46f3-b54d-1f9cc07fc499
This PR:
- adds an LOD to text shadows, removing them at < 35% zoom
- removes text shadows entirely on Safari
If we had a "high performance" or "low-end device" mode, then shadows /
text shadows would be the first to go.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
1. Use text shapes on iOS.
2. Use text shapes on Safari.
3. Use text shapes on Chrome.
### Release Notes
- Improves performance of text shapes on iOS / Safari.
This PR fixes some jest test.
- We skip the culling shapes in test environments.
- We skip rendering patterns in test environments.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `tests` — Changes to any test code
This PR throttles the `updateHoveredId` call so that it happens ever
30ms.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Release Notes
- Improves canvas performance by throttling the update to the editor's
hovered id.
In this PR, we no longer buffer pointer down/ups. We now batch only
`pointer_move`, `wheel`, and `pinch` events.
Batched inputs were causing text not to work on iOS. On iOS, the
keyboard is only shown if we call `focus` during the same event loop as
a user input.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Test Plan
1. Use text on iOS.
This PR uses an element that prevents hit tests on shapes while the
camera is moving.
https://github.com/tldraw/tldraw/assets/23072548/9905f3d4-ba64-4e4d-ae99-194f513eaac8
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
1. Move the camera.
2. Interact with the canvas.
3. Zoom in and out.
### Release Notes
- Improves performance of canvas while the camera is moving.
This PR makes a small improvement to the speed of `getShapeAtPoint`. It
removes `Editor.getCurrentPageRenderingShapesSorted`.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
Can be useful for ad-hoc measure of performance. One is a method
decorator, which can be use on methods like so:
```typescript
@measureDuration
someLongRunningProccess() {
// ....
}
```
And the other offer more granular control. It also returns what the
callback returns, so it can be use in assignments / return statements.
```typescript
return measureCbDuration('sorting took', () => renderingShapes.sort(sortById))
```
### Change Type
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- [ ] `bugfix` — Bug fix
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- [ ] `chore` — Updating dependencies, other boring stuff
- [ ] `galaxy brain` — Architectural changes
- [ ] `tests` — Changes to any test code
- [x] `tools` — Changes to infrastructure, CI, internal scripts,
debugging tools, etc.
- [ ] `dunno` — I don't know
This PR improves a bunch of places where we do "minimum distance
checks". Previously, we were using `Vec.Dist`, which uses `Math.hypot`
to find the actual distance, but we can just as well use the squared
distance. So this PR makes a small improvement to `Vec.Dist2` and then
switches to that method when checking minimum distances.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
- [x] Unit Tests
### Release Notes
- Performance: small improvements to hit testing.
An immense contribution, I know.
### Change Type
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- [ x ] `docs` — Changes to the documentation, examples, or templates.
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- [ x ] `chore` — Updating dependencies, other boring stuff
This PR extracts the #3344 changes to a smaller diff against main. It
does not include the changes to how / where culled shapes are
calculated, though I understand this could be much more efficiently
done!
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
---------
Co-authored-by: Mitja Bezenšek <mitja.bezensek@gmail.com>
This PR makes the `getCurrentPageId` method use a computed. Previously,
anything that referenced the current page id would pick up any change to
instance state. This will help a bunch of interactions like brushing
that would update the instance state on every frame.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
Comparing different culling optimizations:
https://github.com/tldraw/tldraw/assets/2523721/0b3b8b42-ed70-45b7-bf83-41023c36a563
I think we should go with the `display: none` + showing the skeleteon.
The way it works is:
- We now add a sibling to the shape wrapper div which serves as the
skeleton for the culled shapes.
- Only one of the two divs (shape wrapper and skeleton div) is
displayed. The other one is using `display: none` to improve
performance.
### Change Type
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- [ ] `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
- [x] `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
- Improve performance of culled shapes by using `display: none`.
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
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.
This PR fixes a bug that was introduced by #3223. There was a code path
that normally used to never run (a blur event running when the shape was
no longer editing) but which was being run now that shapes aren't
immediately removed on pointer down.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
### Test Plan
1. Create a sticky note
2. Begin editing the note
3. click on the canvas
4. You should be in pointing_canvas
The refactor of the textfields in this PR
https://github.com/tldraw/tldraw/pull/3050 caused a regression in
resizing Text shapes. (as demonstrated in this PR's video:
https://github.com/tldraw/tldraw/pull/3327)
We reverted that PR and now this PR updates the CSS to fix the gap that
was introduced when it was refactored.
### Change Type
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- [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
Fixes a bug with text resizing on text shapes, now the transform origin
is set depending on the alignment.
![2024-04-02 at 16 50 49 - Aqua
Snail](https://github.com/tldraw/tldraw/assets/98838967/86b59691-e950-4367-8632-03ae6dfef7f6)
![2024-04-02 at 16 49 37 - Teal
Tuna](https://github.com/tldraw/tldraw/assets/98838967/6b6c97a8-fc53-45a0-8282-6bd63e77507b)
### Change Type
<!-- ❗ 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. Make a text shape
2. resize it
3. It should stay within the bounds
### Release Notes
- Fixes an issue with text shapes overflowing their bounds when resized.
This PR buffs input events.
## The story so far
In the olde days, we throttled events from the canvas events hook so
that a pointer event would only be sent every 1/60th of a second. This
was fine but made drawing on the iPad / 120FPS displays a little sad.
Then we removed this throttle. It seemed fine! Drawing at 120FPS was
great. We improved some rendering speeds and tightened some loops so
that the engine could keep up with 2x the number of points in a line.
Then we started noticing that iPads and other screens could start
choking on events as it received new inputs and tried to process and
render inputs while still recovering from a previous dropped frame. Even
worse, on iPad the work of rendering at 120FPS was causing the browser
to throttle the app after some sustained drawing. Yikes!
### Batching
I did an experimental PR (#3180) to bring back batching but do it in the
editor instead. What we would do is: rather than immediately processing
an event when we get it, we would instead put the event into a buffer.
On the next 60FPS tick, we would flush the buffer and process all of the
events. We'd have them all in the same transaction so that the app would
only render once.
### Render batching?
We then tried batching the renders, so that the app would only ever
render once per (next) frame. This added a bunch of complexity around
events that needed to happen synchronously, such as writing text in a
text field. Some inputs could "lag" in a way familiar to anyone who's
tried to update an input's state asynchronously. So we backed out of
this.
### Coalescing?
Another idea from @ds300 was to "coalesce" the events. This would be
useful because, while some interactions like drawing would require the
in-between frames in order to avoid data loss, most interactions (like
resizing) didn't actually need the in-between frames, they could just
use the last input of a given type.
Coalescing turned out to be trickier than we thought, though. Often a
state node required information from elsewhere in the app when
processing an event (such as camera position or page point, which is
derived from the camera position), and so the coalesced events would
need to also include this information or else the handlers wouldn't work
the way they should when processing the "final" event during a tick.
So we backed out of the coalescing strategy for now. Here's the [PR that
removes](937469d69d)
it.
### Let's just buffer the fuckers
So this PR now should only include input buffering.
I think there are ways to achieve the same coalescing-like results
through the state nodes, which could gather information during the
`onPointerMove` handler and then actually make changes during the
`onTick` handler, so that the changes are only done as many time as
necessary. This should help with e.g. resizing lots of shapes at once.
But first let's land the buffering!
---
Mitja's original text:
This PR builds on top of Steve's [experiment
PR](https://github.com/tldraw/tldraw/pull/3180) here. It also adds event
coalescing for [`pointerMove`
events](https://github.com/tldraw/tldraw/blob/mitja/input-buffering/packages/editor/src/lib/editor/Editor.ts#L8364-L8368).
The API is [somewhat similar
](https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/getCoalescedEvents)
to `getCoalescedEvent`. In `StateNodes` we register an `onPointerMove`
handler. When the event happens it gets called with the event `info`.
There's now an additional field on `TLMovePointerEvent` called
`coalescedInfo` which includes all the events. It's then on the user to
process all of these.
I decided on this API since it allows us to only expose one event
handler, but it still gives the users access to all events if they need
them.
We would otherwise either need to:
- Expose two events (coalesced and non-coalesced one and complicate the
api) so that state nodes like Resizing would not be triggered for each
pointer move.
- Offer some methods on the editor that would allow use to get the
coalesced information. Then the nodes that need that info could request
it. I [tried
this](9ad973da3a (diff-32f1de9a5a9ec72aa49a8d18a237fbfff301610f4689a4af6b37f47af435aafcR67)),
but it didn't feel good.
This also complicated the editor inputs. The events need to store
information about the event (like the mouse position when the event
happened for `onPointerMove`). But we cannot immediately update inputs
when the event happens. To make this work for `pointerMove` events I've
added `pagePoint`. It's
[calculated](https://github.com/tldraw/tldraw/pull/3223/files#diff-980beb0aa0ee9aa6d1cd386cef3dc05a500c030638ffb58d45fd11b79126103fR71)
when the event triggers and then consumers can get it straight from the
event (like
[Drawing](https://github.com/tldraw/tldraw/pull/3223/files#diff-32f1de9a5a9ec72aa49a8d18a237fbfff301610f4689a4af6b37f47af435aafcR104)).
### Change Type
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- [ ] `bugfix` — Bug fix
- [ ] `feature` — New feature
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- [ ] `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. Add a step-by-step description of how to test your PR here.
4.
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Add a brief release note for your PR here.
---------
Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
Recently (https://github.com/tldraw/tldraw/pull/3012), we started
aggregating data messages before sending them out. However, local
testing shows that we generate *many* redundant messages (see the test
file for an example of a real buffer captured during local testing with
just two users). This PR adds a function to squish those updates
together, reducing the amount of data we need to transfer and load on
the client that won't need to process those redundant messages.
The function is checked with [fast-check](https://fast-check.dev/), a JS
property test framework, to make sure that squished deltas result in
exactly the same state as the original ones.
### Change Type
- [x] `minor` — New feature
### Test Plan
1. Needs a group smoke test
- [x] End to end tests
This PR simplifies the debug count for debugging number of elements on
the page. It fixes a bug where note shapes and other shapes without
shapeid ids were not correctly counted.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `bugfix` — Bug fix
In this PR, when the camera changes, we check whether the pointer's page
position has actually changed before triggering a pointer move event.
This means that the pointer move will not fire while zooming in and out.
### Change Type
- [x] `sdk` — Changes the tldraw SDK
- [x] `improvement` — Improving existing features
### Test Plan
1. Zoom in and out.
2. The performance tab should not see any calls to `updateHoveredShape`
or other pointer move related events.
### Release Notes
- Improve performance of zooming.
When geo shape has no url or text we don't show the html container
containing the label and link. This results in 3 fewer dom nodes per
empty geo shape (going from 7 to 4). Similarly for an arrow without the
text label we go from 13 to 10.
First paint experience with 2000 empty rectangle shapes
Before: 1.5-1.6s
After: 1.2-1.3s
2000 rectangles shapes with text is similar between the two, around
3.6s.
### Change Type
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- [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
### Release Notes
- Reduce the number of rendered dom nodes for geo shapes and arrows
without text.
This PR tweaks the logic of _when_ we update the viewport screen bounds.
Previously, we updated every one second in order to capture any changes
to the viewport's screen position. In this PR, we _check_ every one
second and update the screen bounds if the viewport's screen position
has actually changed. Since we also update the rendering shapes when
this happens, it would cause the rendering / culling shapes to update
while the camera was moving.
I've also removed the "maximum time before we start culling shapes", as
this wasn't very useful and could also cause frames to start dropping
without recovering.
https://github.com/tldraw/tldraw/assets/23072548/9f474481-30c9-49b4-a009-66775ca6a0c1
### 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. Zoom and pan around
2. Culled shapes should only update when you stop moving the camera.
- [ ] Unit Tests
- [ ] End to end tests
### Release Notes
- Improve performance of the canvas when many shapes are present.