d750da8f40
This PR is a significant rewrite of our selection / hit testing logic. It - replaces our current geometric helpers (`getBounds`, `getOutline`, `hitTestPoint`, and `hitTestLineSegment`) with a new geometry API - moves our hit testing entirely to JS using geometry - improves selection logic, especially around editing shapes, groups and frames - fixes many minor selection bugs (e.g. shapes behind frames) - removes hit-testing DOM elements from ShapeFill etc. - adds many new tests around selection - adds new tests around selection - makes several superficial changes to surface editor APIs This PR is hard to evaluate. The `selection-omnibus` test suite is intended to describe all of the selection behavior, however all existing tests are also either here preserved and passing or (in a few cases around editing shapes) are modified to reflect the new behavior. ## Geometry All `ShapeUtils` implement `getGeometry`, which returns a single geometry primitive (`Geometry2d`). For example: ```ts class BoxyShapeUtil { getGeometry(shape: BoxyShape) { return new Rectangle2d({ width: shape.props.width, height: shape.props.height, isFilled: true, margin: shape.props.strokeWidth }) } } ``` This geometric primitive is used for all bounds calculation, hit testing, intersection with arrows, etc. There are several geometric primitives that extend `Geometry2d`: - `Arc2d` - `Circle2d` - `CubicBezier2d` - `CubicSpline2d` - `Edge2d` - `Ellipse2d` - `Group2d` - `Polygon2d` - `Rectangle2d` - `Stadium2d` For shapes that have more complicated geometric representations, such as an arrow with a label, the `Group2d` can accept other primitives as its children. ## Hit testing Previously, we did all hit testing via events set on shapes and other elements. In this PR, I've replaced those hit tests with our own calculation for hit tests in JavaScript. This removed the need for many DOM elements, such as hit test area borders and fills which only existed to trigger pointer events. ## Selection We now support selecting "hollow" shapes by clicking inside of them. This involves a lot of new logic but it should work intuitively. See `Editor.getShapeAtPoint` for the (thoroughly commented) implementation. ![Kapture 2023-07-23 at 23 27 27](https://github.com/tldraw/tldraw/assets/23072548/a743275c-acdb-42d9-a3fe-b3e20dce86b6) every sunset is actually the sun hiding in fear and respect of tldraw's quality of interactions This PR also fixes several bugs with scribble selection, in particular around the shift key modifier. ![Kapture 2023-07-24 at 23 34 07](https://github.com/tldraw/tldraw/assets/23072548/871d67d0-8d06-42ae-a2b2-021effba37c5) ...as well as issues with labels and editing. There are **over 100 new tests** for selection covering groups, frames, brushing, scribbling, hovering, and editing. I'll add a few more before I feel comfortable merging this PR. ## Arrow binding Using the same "hollow shape" logic as selection, arrow binding is significantly improved. ![Kapture 2023-07-22 at 07 46 25](https://github.com/tldraw/tldraw/assets/23072548/5aa724b3-b57d-4fb7-92d0-80e34246753c) a thousand wise men could not improve on this ## Moving focus between editing shapes Previously, this was handled in the `editing_shapes` state. This is moved to `useEditableText`, and should generally be considered an advanced implementation detail on a shape-by-shape basis. This addresses a bug that I'd never noticed before, but which can be reproduced by selecting an shape—but not focusing its input—while editing a different shape. Previously, the new shape became the editing shape but its input did not focus. ![Kapture 2023-07-23 at 23 19 09](https://github.com/tldraw/tldraw/assets/23072548/a5e157fb-24a8-42bd-a692-04ce769b1a9c) In this PR, you can select a shape by clicking on its edge or body, or select its input to transfer editing / focus. ![Kapture 2023-07-23 at 23 22 21](https://github.com/tldraw/tldraw/assets/23072548/7384e7ea-9777-4e1a-8f63-15de2166a53a) tldraw, glorious tldraw ### Change Type - [x] `major` — Breaking change ### Test Plan 1. Erase shapes 2. Select shapes 3. Calculate their bounding boxes - [ ] Unit Tests // todo - [ ] End to end tests // todo ### Release Notes - [editor] Remove `ShapeUtil.getBounds`, `ShapeUtil.getOutline`, `ShapeUtil.hitTestPoint`, `ShapeUtil.hitTestLineSegment` - [editor] Add `ShapeUtil.getGeometry` - [editor] Add `Editor.getShapeGeometry` |
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apps | ||
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CHANGELOG.md | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
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lerna.json | ||
LICENSE | ||
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README.md |
tldraw
Welcome to the public monorepo for tldraw.
What is tldraw?
tldraw is a collaborative digital whiteboard available at tldraw.com. Its editor, user interface, and other underlying libraries are open source and available in this repository. They are also distributed on npm. You can use tldraw to create a drop-in whiteboard for your product or as the foundation on which to build your own infinite canvas applications.
Learn more at tldraw.dev.
Note
This repo contains source code for the current version of tldraw. You can find the source for the original version here.
Installation & Usage
To learn more about using tldraw in your React application, follow our guide here or see the examples sandbox.
import { Tldraw } from '@tldraw/tldraw'
import '@tldraw/tldraw/tldraw.css'
export default function () {
return (
<div style={{ position: 'fixed', inset: 0 }}>
<Tldraw />
</div>
)
}
Local development
To run the local development server, first clone this repo.
Install dependencies:
yarn
Start the local development server:
yarn dev
Open the example project at localhost:5420
.
Examples
Our development server contains several examples that demonstrates different ways that you can customize tldraw or use its APIs. Each example is found in the apps/examples folder.
- eg:
localhost:5420
for the basic example. - eg:
localhost:5420/api
for the API example.
To learn more about using tldraw, visit our docs.
About this repository
Top-level layout
This repository's contents is divided across four primary sections:
/apps
contains the source for our applications/packages
contains the source for our public packages/scripts
contains scripts used for building and publishing/assets
contains icons and translations relied on by the app/docs
contains the content for our docs site at tldraw.dev
Applications
examples
: our local development / examples projectvscode
: our Visual Studio Code extension
Packages
assets
: a library for working with tldraw's fonts and translationseditor
: the tldraw editorstate
: a signals library, also known as signiastore
: an in-memory reactive databasetldraw
: the main tldraw package containing both the editor and the UItlschema
: shape definitions and migrationsutils
: low-level data utilities shared by other librariesvalidate
: a validation library used for run-time validation
Community
Have questions, comments or feedback? Join our discord or start a discussion.
Distributions
You can find tldraw on npm here.
At the moment the tldraw package is in alpha. We also ship a canary version which is always up to date with the main branch of this repo.
License
The source code for various apps and packages in this repository (as well as our 2.0+ distributions and releases) are currently licensed under Apache-2.0. These licenses are subject to change in our upcoming 2.0 release. If you are planning to use tldraw in a commercial product, please reach out at hello@tldraw.com.
Contribution
Please see our contributing guide. Found a bug? Please submit an issue.
Contact
Find us on Twitter at @tldraw or email hello@tldraw.com. You can also join our discord for quick help and support.