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success/packages/excalidraw/tests/move.test.tsx

173 lines
6.5 KiB
TypeScript

import React from "react";
import ReactDOM from "react-dom";
import { render, fireEvent } from "./test-utils";
import { Excalidraw } from "../index";
import * as Renderer from "../renderer/renderScene";
import { reseed } from "../random";
import { bindOrUnbindLinearElement } from "../element/binding";
import {
ExcalidrawLinearElement,
NonDeleted,
ExcalidrawRectangleElement,
} from "../element/types";
import { UI, Pointer, Keyboard } from "./helpers/ui";
import { KEYS } from "../keys";
build: migrate to Vite 🚀 (#6818) * init * add: vite dev build working * fix: href serving from public * feat: add ejs plugin * feat: migrated env files and ejs templating * chore: add types related to envs * chore: add vite-env types * feat: support vite pwa * chore: upgrade vite pwa * chore: pin node version to 16.18.1 * chore: preserve use of nodejs 14 * refactor: preserve REACT_APP as env prefix * chore: support esm environment variables * fix ts config * use VITE prefix and remove vite-plugin-env-compatible * introduce import-meta-loader for building pacakge as webpack isn't compatible with import.meta syntax * lint * remove import.meta.env in main.js * set debug flag to false * migrate to vitest and use jest-canvas-mock 2.4.0 so its comp atible with vite * integrate vitest-ui * fix most of teh test * snaps * Add script for testing with vite ui * fix all tests related to mocking * fix more test * fix more * fix flip.test.tsx * fix contentxmenu snaps * fix regression snaps * fix excalidraw.test.tsx and this makes all tests finally pass :) * use node 16 * specify node version * use node 16 in lint as well * fix mobile.test.tsx * use node 16 * add style-loader * upgrade to node 18 * fix lint package.json * support eslint with vite * fix lint * fix lint * fix ts * remove pwa/sw stuff * use env vars in EJS the vite way * fix lint * move remainig jest mock/spy to vite * don't cache locales * fix regex * add fonts cache * tweak * add custom service worker * upgrade vite and create font cache again * cache fonts.css and locales * tweak * use manifestTransforms for filtering locales * use assets js pattern for locales * add font.css to globIgnore so its pushed to fonts cache * create a separate chunk for locales with rollup * remove manifestTransforms and fix glob pattern for locales to filter from workbox pre-cache * push sourcemaps in production * add comments in config * lint * use node 18 * disable pwa in dev * fix * fix * increase limit of bundle * upgrade vite-pwa to latest * remove public/workbox so workbox assets are not precached * fon't club en.json and percentages.json with manual locales chunk to fix first load+offline mode * tweak regex * remove happy-dom as its not used * add comment * use any instead of ts-ignore * cleanup * remove jest-canvas-mock resolution as vite-canvas-mock was patched locking deps at 2.4.0 * use same theme color present in entry point * remove vite-plugin-eslint as it improves DX significantly * integrate vite-plugin-checker for ts errors * add nabla/vite-plugin-eslint * use eslint from checker only * add env variable VITE_APP_COLLAPSE_OVERLAY for collapsing the checker overlay * tweak vite checker overlay badge position * Enable eslint behind flag as its not working well with windows with non WSL * make port configurable * open the browser when server ready * enable eslint by default --------- Co-authored-by: Weslley Braga <weslley@bambee.com> Co-authored-by: dwelle <luzar.david@gmail.com>
2 years ago
import { vi } from "vitest";
// Unmount ReactDOM from root
ReactDOM.unmountComponentAtNode(document.getElementById("root")!);
const renderInteractiveScene = vi.spyOn(Renderer, "renderInteractiveScene");
const renderStaticScene = vi.spyOn(Renderer, "renderStaticScene");
beforeEach(() => {
localStorage.clear();
renderInteractiveScene.mockClear();
renderStaticScene.mockClear();
reseed(7);
});
const { h } = window;
describe("move element", () => {
it("rectangle", async () => {
const { getByToolName, container } = await render(<Excalidraw />);
const canvas = container.querySelector("canvas.interactive")!;
{
// create element
const tool = getByToolName("rectangle");
fireEvent.click(tool);
fireEvent.pointerDown(canvas, { clientX: 30, clientY: 20 });
fireEvent.pointerMove(canvas, { clientX: 60, clientY: 70 });
fireEvent.pointerUp(canvas);
expect(renderInteractiveScene.mock.calls.length).toMatchInlineSnapshot(
`6`,
);
expect(renderStaticScene.mock.calls.length).toMatchInlineSnapshot(`6`);
expect(h.state.selectionElement).toBeNull();
expect(h.elements.length).toEqual(1);
expect(h.state.selectedElementIds[h.elements[0].id]).toBeTruthy();
expect([h.elements[0].x, h.elements[0].y]).toEqual([30, 20]);
renderInteractiveScene.mockClear();
renderStaticScene.mockClear();
}
fireEvent.pointerDown(canvas, { clientX: 50, clientY: 20 });
fireEvent.pointerMove(canvas, { clientX: 20, clientY: 40 });
fireEvent.pointerUp(canvas);
expect(renderInteractiveScene.mock.calls.length).toMatchInlineSnapshot(`3`);
expect(renderStaticScene.mock.calls.length).toMatchInlineSnapshot(`2`);
expect(h.state.selectionElement).toBeNull();
expect(h.elements.length).toEqual(1);
expect([h.elements[0].x, h.elements[0].y]).toEqual([0, 40]);
h.elements.forEach((element) => expect(element).toMatchSnapshot());
});
it("rectangles with binding arrow", async () => {
await render(<Excalidraw handleKeyboardGlobally={true} />);
// create elements
const rectA = UI.createElement("rectangle", { size: 100 });
const rectB = UI.createElement("rectangle", { x: 200, y: 0, size: 300 });
const line = UI.createElement("line", { x: 110, y: 50, size: 80 });
// bind line to two rectangles
bindOrUnbindLinearElement(
line.get() as NonDeleted<ExcalidrawLinearElement>,
rectA.get() as ExcalidrawRectangleElement,
rectB.get() as ExcalidrawRectangleElement,
);
// select the second rectangles
new Pointer("mouse").clickOn(rectB);
expect(renderInteractiveScene.mock.calls.length).toMatchInlineSnapshot(
`21`,
);
expect(renderStaticScene.mock.calls.length).toMatchInlineSnapshot(`19`);
expect(h.state.selectionElement).toBeNull();
expect(h.elements.length).toEqual(3);
expect(h.state.selectedElementIds[rectB.id]).toBeTruthy();
expect([rectA.x, rectA.y]).toEqual([0, 0]);
expect([rectB.x, rectB.y]).toEqual([200, 0]);
expect([line.x, line.y]).toEqual([110, 50]);
expect([line.width, line.height]).toEqual([80, 80]);
renderInteractiveScene.mockClear();
renderStaticScene.mockClear();
// Move selected rectangle
Keyboard.keyDown(KEYS.ARROW_RIGHT);
Keyboard.keyDown(KEYS.ARROW_DOWN);
Keyboard.keyDown(KEYS.ARROW_DOWN);
// Check that the arrow size has been changed according to moving the rectangle
expect(renderInteractiveScene.mock.calls.length).toMatchInlineSnapshot(`3`);
expect(renderStaticScene.mock.calls.length).toMatchInlineSnapshot(`3`);
expect(h.state.selectionElement).toBeNull();
expect(h.elements.length).toEqual(3);
expect(h.state.selectedElementIds[rectB.id]).toBeTruthy();
expect([rectA.x, rectA.y]).toEqual([0, 0]);
expect([rectB.x, rectB.y]).toEqual([201, 2]);
expect([Math.round(line.x), Math.round(line.y)]).toEqual([110, 50]);
expect([Math.round(line.width), Math.round(line.height)]).toEqual([81, 81]);
h.elements.forEach((element) => expect(element).toMatchSnapshot());
});
});
describe("duplicate element on move when ALT is clicked", () => {
it("rectangle", async () => {
const { getByToolName, container } = await render(<Excalidraw />);
const canvas = container.querySelector("canvas.interactive")!;
{
// create element
const tool = getByToolName("rectangle");
fireEvent.click(tool);
fireEvent.pointerDown(canvas, { clientX: 30, clientY: 20 });
fireEvent.pointerMove(canvas, { clientX: 60, clientY: 70 });
fireEvent.pointerUp(canvas);
expect(renderInteractiveScene.mock.calls.length).toMatchInlineSnapshot(
`6`,
);
expect(renderStaticScene.mock.calls.length).toMatchInlineSnapshot(`6`);
expect(h.state.selectionElement).toBeNull();
expect(h.elements.length).toEqual(1);
expect(h.state.selectedElementIds[h.elements[0].id]).toBeTruthy();
expect([h.elements[0].x, h.elements[0].y]).toEqual([30, 20]);
renderInteractiveScene.mockClear();
renderStaticScene.mockClear();
}
fireEvent.pointerDown(canvas, { clientX: 50, clientY: 20 });
fireEvent.pointerMove(canvas, { clientX: 20, clientY: 40, altKey: true });
// firing another pointerMove event with alt key pressed should NOT trigger
// another duplication
fireEvent.pointerMove(canvas, { clientX: 20, clientY: 40, altKey: true });
fireEvent.pointerMove(canvas, { clientX: 10, clientY: 60 });
fireEvent.pointerUp(canvas);
Allow binding linear elements to other elements (#1899) * Refactor: simplify linear element type * Refactor: dedupe scrollbar handling * First step towards binding - establish relationship and basic test for dragged lines * Refactor: use zoom from appstate * Refactor: generalize getElementAtPosition * Only consider bindable elements in hit test * Refactor: pull out pieces of hit test for reuse later * Refactor: pull out diamond from hit test for reuse later * Refactor: pull out text from hit test for reuse later * Suggest binding when hovering * Give shapes in regression test real size * Give shapes in undo/redo test real size * Keep bound element highlighted * Show binding suggestion for multi-point elements * Move binding to its on module with functions so that I can use it from actions, add support for binding end of multi-point elements * Use Id instead of ID * Improve boundary offset for non-squarish elements * Fix localStorage for binding on linear elements * Simplify dragging code and fix elements bound twice to the same shape * Fix binding for rectangles * Bind both ends at the end of the linear element creation, needed for focus points * wip * Refactor: Renames and reshapes for next commit * Calculate and store focus points and gaps, but dont use them yet * Focus points for rectangles * Dont blow up when canceling linear element * Stop suggesting binding when a non-compatible tool is selected * Clean up collision code * Using Geometric Algebra for hit tests * Correct binding for all shapes * Constant gap around polygon corners * Fix rotation handling * Generalize update and fix hit test for rotated elements * Handle rotation realtime * Handle scaling * Remove vibration when moving bound and binding element together * Handle simultenous scaling * Allow binding and unbinding when editing linear elements * Dont delete binding when the end point wasnt touched * Bind on enter/escape when editing * Support multiple suggested bindable elements in preparation for supporting linear elements dragging * Update binding when moving linear elements * Update binding when resizing linear elements * Dont re-render UI on binding hints * Update both ends when one is moved * Use distance instead of focus point for binding * Complicated approach for posterity, ignore this commit * Revert the complicated approach * Better focus point strategy, working for all shapes * Update snapshots * Dont break binding gap when mirroring shape * Dont break binding gap when grid mode pushes it inside * Dont bind draw elements * Support alt duplication * Fix alt duplication to * Support cmd+D duplication * All copy mechanisms are supported * Allow binding shapes to arrows, having arrows created first * Prevent arrows from disappearing for ellipses * Better binding suggestion highlight for shapes * Dont suggest second binding for simple elements when editing or moving them * Dont steal already bound linear elements when moving shapes * Fix highlighting diamonds and more precisely highlight other shapes * Highlight linear element edges for binding * Highlight text binding too * Handle deletion * Dont suggest second binding for simple linear elements when creating them * Dont highlight bound element during creation * Fix binding for rotated linear elements * Fix collision check for ellipses * Dont show suggested bindings for selected pairs * Bind multi-point linear elements when the tool is switched - important for mobile * Handle unbinding one of two bound edges correctly * Rename boundElement in state to startBoundElement * Dont double account for zoom when rendering binding highlight * Fix rendering of edited linear element point handles * Suggest binding when adding new point to a linear element * Bind when adding a new point to a linear element and dont unbind when moving middle elements * Handle deleting points * Add cmd modifier key to disable binding * Use state for enabling binding, fix not binding for linear elements during creation * Drop support for binding lines, only arrows are bindable * Reset binding mode on blur * Fix not binding lines
5 years ago
// TODO: This used to be 4, but binding made it go up to 5. Do we need
// that additional render?
expect(renderInteractiveScene.mock.calls.length).toMatchInlineSnapshot(`4`);
expect(renderStaticScene.mock.calls.length).toMatchInlineSnapshot(`3`);
expect(h.state.selectionElement).toBeNull();
expect(h.elements.length).toEqual(2);
// previous element should stay intact
expect([h.elements[0].x, h.elements[0].y]).toEqual([30, 20]);
expect([h.elements[1].x, h.elements[1].y]).toEqual([-10, 60]);
h.elements.forEach((element) => expect(element).toMatchSnapshot());
});
});