* Add sveltekit-svg plugin to fix svg icon styling
Closes#3127.
* Unify svg icon usage
Moves all icons into ts/lib/components/icons.ts and uses a single component to render
them both with eslint and svelte-kit.
* Fix spinning revert icon not being centered
* Use svg earth icon for global label
* Add tooltip to global label icon
* Remove eslint-plugin-simple-import-sort
Imports are already sorted by dprint with conflicting rules.
* Update to latest Node LTS
* Add sveltekit
* Split tslib into separate @generated and @tslib components
SvelteKit's path aliases don't support multiple locations, so our old
approach of using @tslib to refer to both ts/lib and out/ts/lib will no
longer work. Instead, all generated sources and their includes are
placed in a separate out/ts/generated folder, and imported via @generated
instead. This also allows us to generate .ts files, instead of needing
to output separate .d.ts and .js files.
* Switch package.json to module type
* Avoid usage of baseUrl
Incompatible with SvelteKit
* Move sass into ts; use relative links
SvelteKit's default sass support doesn't allow overriding loadPaths
* jest->vitest, graphs example working with yarn dev
* most pages working in dev mode
* Some fixes after rebasing
* Fix/silence some svelte-check errors
* Get image-occlusion working with Fabric types
* Post-rebase lock changes
* Editor is now checked
* SvelteKit build integrated into ninja
* Use the new SvelteKit entrypoint for pages like congrats/deck options/etc
* Run eslint once for ts/**; fix some tests
* Fix a bunch of issues introduced when rebasing over latest main
* Run eslint fix
* Fix remaining eslint+pylint issues; tests now all pass
* Fix some issues with a clean build
* Latest bufbuild no longer requires @__PURE__ hack
* Add a few missed dependencies
* Add yarn.bat to fix Windows build
* Fix pages failing to show when ANKI_API_PORT not defined
* Fix svelte-check and vitest on Windows
* Set node path in ./yarn
* Move svelte-kit output to ts/.svelte-kit
Sadly, I couldn't figure out a way to store it in out/ if out/ is
a symlink, as it breaks module resolution when SvelteKit is run.
* Allow HMR inside Anki
* Skip SvelteKit build when HMR is defined
* Fix some post-rebase issues
I should have done a normal merge instead.
* fix: blur in io, remove panzoom and use fabricjs for panzoom
- remove panzoom
- implement panzoom using fabricjs
- set background image for canvas
- add bounding rect for canvas
- draw or add point inside in bounding rect
- update zoom tool
* support pinch to zoom on mobile client
* fix lagging of canvas, zoom in draw mode
* panning in touch events
* Update JS deps
* Update semver-compat Rust deps
* Update some semver-incompat Rust deps
- hyper/axum held back because reqwests is not ready
- rusqlite held back due to burn-rs incompat version
- wiremock held back due to compile issue
* pylint wants changes to our _rsbridge.pyi
* Update Python deps
Also solves a security warning in orjson
Reformat with latest black
* Replace css_browser_selector
* Add classes to root element instead of body
* Export addBrowserClasses() in reviewer_extras for mobile clients (dae)
* Avoid setting .mac on iOS devices (dae)
Due to a change in svelte-check 3.5.2 (likely https://github.com/sveltejs/language-tools/pull/2146),
we can no longer have composite enabled, as svelte-check spits out errors
about files in other project references not being listed in included files.
This should hopefully not make a difference to us, as we weren't taking
advantage of TypeScript's project compilation, as svelte-check doesn't support
it, and we use esbuild for JS conversion.
* eslint-plugin-svelte3 -> eslint-plugin-svelte
The former is deprecated, and blocks an update to Svelte 4.
Also drop unused svelte2tsx and types package.
* Drop unused symbols code for now
It may be added back in the future, but for now dropping it will save
200k from our editor bundle.
* Remove sass and caniuse-lite pins
The latter no longer seems to be required. The former was added to
suppress deprecation warnings when compiling the old bootstrap version
we have pinned. Those are hidden by the build tool now (though we really
need to address them at one point: https://github.com/ankitects/anki/issues/1385)
Also removed unused files section.
* Prevent proto compile from looking in node_modules/@types/sass
When deps are updated, tsc aborts because @types/sass is a dummy package
without an index.d.ts file.
* Filter Svelte warnings out of ./run
* Update to latest Bootstrap
This fixes the deprecation warnings we were getting during build:
bootstrap doesn't accept runtime CSS variables being set in Sass, as
it wants to apply transforms to the colors.
Closes#1385
* Start port to Svelte 4
- svelte-check tests have a bunch of failures; ./run works
- Svelte no longer exposes internals, so we can't use create_in_transition
- Also update esbuild and related components like esbuild-svelte
* Fix test failures
Had to add some more a11y warning ignores - have added
https://github.com/ankitects/anki/issues/2564 to address that in the
future.
* Remove some dependency pins
+ Remove sass, we don't need it directly
* Bump remaining JS deps that have a current semver
* Upgrade dprint/license-checker/marked
The new helper method avoids marked printing deprecation warnings to
the console.
Also remove unused lodash/long types, and move lodahs-es to devdeps
* Upgrade eslint and fluent packages
* Update @floating-ui/dom
The only dependencies remaining are currently blocked:
- Jest 29 gives some error about require vs import; may not be worth
investigating if we switch to Deno for the tests
- CodeMirror 6 is a big API change and will need work.
* Roll dprint back to an earlier version
GitHub dropped support for Ubuntu 18 runners, causing dprint's artifacts
to require a glibc version greater than what Anki CI currently has.
* Fix .no-reduce-motion missing from graphs spinner, and not being honored
* Begin migration from protobuf.js -> protobuf-es
Motivation:
- Protobuf-es has a nicer API: messages are represented as classes, and
fields which should exist are not marked as nullable.
- As it uses modules, only the proto messages we actually use get included
in our bundle output. Protobuf.js put everything in a namespace, which
prevented tree-shaking, and made it awkward to access inner messages.
- ./run after touching a proto file drops from about 8s to 6s on my machine. The tradeoff
is slower decoding/encoding (#2043), but that was mainly a concern for the
graphs page, and was unblocked by
37151213cd
Approach/notes:
- We generate the new protobuf-es interface in addition to existing
protobuf.js interface, so we can migrate a module at a time, starting
with the graphs module.
- rslib:proto now generates RPC methods for TS in addition to the Python
interface. The input-arg-unrolling behaviour of the Python generation is
not required here, as we declare the input arg as a PlainMessage<T>, which
marks it as requiring all fields to be provided.
- i64 is represented as bigint in protobuf-es. We were using a patch to
protobuf.js to get it to output Javascript numbers instead of long.js
types, but now that our supported browser versions support bigint, it's
probably worth biting the bullet and migrating to bigint use. Our IDs
fit comfortably within MAX_SAFE_INTEGER, but that may not hold for future
fields we add.
- Oneofs are handled differently in protobuf-es, and are going to need
some refactoring.
Other notable changes:
- Added a --mkdir arg to our build runner, so we can create a dir easily
during the build on Windows.
- Simplified the preference handling code, by wrapping the preferences
in an outer store, instead of a separate store for each individual
preference. This means a change to one preference will trigger a redraw
of all components that depend on the preference store, but the redrawing
is cheap after moving the data processing to Rust, and it makes the code
easier to follow.
- Drop async(Reactive).ts in favour of more explicit handling with await
blocks/updating.
- Renamed add_inputs_to_group() -> add_dependency(), and fixed it not adding
dependencies to parent groups. Renamed add() -> add_action() for clarity.
* Remove a couple of unused proto imports
* Migrate card info
* Migrate congrats, image occlusion, and tag editor
+ Fix imports for multi-word proto files.
* Migrate change-notetype
* Migrate deck options
* Bump target to es2020; simplify ts lib list
Have used caniuse.com to confirm Chromium 77, iOS 14.5 and the Chrome
on Android support the full es2017-es2020 features.
* Migrate import-csv
* Migrate i18n and fix missing output types in .js
* Migrate custom scheduling, and remove protobuf.js
To mostly maintain our old API contract, we make use of protobuf-es's
ability to convert to JSON, which follows the same format as protobuf.js
did. It doesn't cover all case: users who were previously changing the
variant of a type will need to update their code, as assigning to a new
variant no longer automatically removes the old one, which will cause an
error when we try to convert back from JSON. But I suspect the large majority
of users are adjusting the current variant rather than creating a new one,
and this saves us having to write proxy wrappers, so it seems like a
reasonable compromise.
One other change I made at the same time was to rename value->kind for
the oneofs in our custom study protos, as 'value' was easily confused
with the 'case/value' output that protobuf-es has.
With protobuf.js codegen removed, touching a proto file and invoking
./run drops from about 8s to 6s.
This closes#2043.
* Allow tree-shaking on protobuf types
* Display backend error messages in our ts alert()
* Make sourcemap generation opt-in for ts-run
Considerably slows down build, and not used most of the time.
* add note types with occlusions and image fields
* generate image occlusion cloze div data
- generate div element with data-* atrributes for canvas shape generate for reviewer
* getting image data & deck id and adding notes
the implementation added into backend
- added service index in backend.proto for image occlusion request
- created image_occlusion.proto with required message and service
- implementation in backend for getting image and adding notes, also during editing return imagecloze note and update notes
- add notes to selected deck, if no notetype then add image occlusion notetypes
- reuse notetype from stock notetypes when not exist
* script for generating shapes using canvas api in reviewer
- the flash issues fixed by loading image and using image size to draw canvas, also when image get resized, calculate scale using natural width and canvas width to draw shape at right position
- limit size of canvas for safari
* init image occlusion page in ts and build page
with
- fabricjs for editing shapes
- panzoom for drag and zoom
- pickr for color picker
- build page using web.rs
* implement top toolbar for canvas shapes
- undo & redo tools
- zoom in, zoom out and zoom fit
- group & ungroup
- copy & paste
- set transparency of shapes
- align tools
* implement side toolbar for drawing shapes
add top toolbar and the side toolbar contains following tools
- cursor for selecting shapes
- zoom for drag and zoom shapes in mask editor
- rectangle for creating it
- ellipse for creating it
- polygon for creating it using points
- shape fill color
- question mask color (currently only single color can be added for all shapes)
* add maskeditor page for editing mask
- add side toolbar and sidebar include toptoolbar
- load maskeditor in two mode
- for adding note using path to image
- for editing note using note id
* implement note editor page for adding notes
- the note editor page have simple button (B/I/U) and option to toggle html view
- option to select deck for adding notes into that deck
- option to generate to hide all, guess one & hide one, guess one notes
* add image occlusion page
add side toolbar, top toolbar, mask editor and note editor
- option to switch between mask editor and note editor
* implement generates notes and save notes
implemention to show toast components for messages
* removed pickr & implemented color picker component
- remove pickr
- implemented using html5 canvas
- range input for changing color
- another range input for opacity changes
- hex and rgba value support
* rename methods name & rust unwrap safety
- change plural names to singular
- create respone message in proto and return response with imagecloze note or error if not found with note id
- remove image_occlusion from post handler list
- rename service name in mediasrv.py
- rename methods name for image occlusion in backend and image_occlusion
- update frontend also for update functions' names
- handle error in frontend mask-editor.ts, when error getting notes then toast message shown to frontend
* extract to function & add comments & remove global
- extract function in mask-editor.ts to reduce duplicate
- remove unused global from css
- add comments to store.ts explaining usage
- changes id to noteId in lib.ts
- add comments for limitSize, becuase of duplicate implementation
* remove image_occlusion notetype
- remove from stock notetype, stdmodels
- add implementation for notetype to image occlusion
- add i18n for errors
* update smooth scroll, always show cursor tools
- change questionmask to qmask
- make selectable for shape true in all tools to simplify edits and draw shapes
- update image occlusion in reviewer ts to load image properly
* add and get notetype else return errors
* fix: not showing occlusion
* Use a oneof for ImageClozeNoteResponse
Makes it clearer that only one of them can be returned
* Don't crash if image filename not provided
The second unwrap should be ok, as the input is utf8
* Refactor get_image_cloze_note
- fixes crash when note doesn't exist - Ok(None) case was not covered
- decouples business logic from native error->proto error conversion
- no need for original copy
- field[x] is more idiomatic than field.get(x).unwrap()
- don't need mutable access to fields
* Fix crash if image file unreadable
+ Use our read_file helper for better error context
* Add metadata() helper
* Fix crash if file metadata can't be read
* remove color picker, qmask and shape color
- remove strings from ftl
- remove color picker component
- remove from cloze generation
- remove icons for two buttons
- use constant color for shapes
* update color in reviewer and ftl strings
* fix shape position in canvas & add border to shape
- rename mask to inactive shape and active shape color
- border witdth and border color
- change decimal point deserializing string and toFixed(2)
- add thin border in mask editor, may be image background was transparent
* fix shape position in canvas after modified
- do not draw fixed ratio shapes by turn of uniformScaling
- fix rectangle width,height
- fix ellipse rx,ry,width,height
- fix polygon postion and points
- draw outside of canvas also
* fix border width and color in reviewer canvas
- rename variable
* refactor cloze div generate and remove angle
* fix origin when drawn outside of canvas from right
* fix shape at boundry & not include rx,ry rectangle
- move shapes at boundry when pointer is outside of canvas
- include rx, ry for ellipse only
- include points for polygon only
* fix lint errors & update image size in editor canvas based on height and width
* remove unsupported layerX & layerX for touchscreen
- fix shapes at edges
* implemented undo redo with canvas state
- implemented undo redo using fabric canvas events
- polygon is special case and implemented only added and modified event
- rectangle and ellipse have object:added, object:modified and object:removed case
- change id to undo and redo
* remove background image from canvas and used css to put image tag below canvas editor
- set image width and height after adding image
* fix for polygon points, add br in cloze strings, & toogle masks button
- fix shapes at edges
- toggle masks button to show/hide masks
- hide clozes string, it contains <br>
- set height for div container (used 'relative' in css)
* refactor top toolbar, add space and border radius
- rename cursor tools
- add left and right border
* fix undo after undo happen, use transparent color in draw mode
(for upgrading users, please see the notes at the bottom)
Bazel brought a lot of nice things to the table, such as rebuilds based on
content changes instead of modification times, caching of build products,
detection of incorrect build rules via a sandbox, and so on. Rewriting the build
in Bazel was also an opportunity to improve on the Makefile-based build we had
prior, which was pretty poor: most dependencies were external or not pinned, and
the build graph was poorly defined and mostly serialized. It was not uncommon
for fresh checkouts to fail due to floating dependencies, or for things to break
when trying to switch to an older commit.
For day-to-day development, I think Bazel served us reasonably well - we could
generally switch between branches while being confident that builds would be
correct and reasonably fast, and not require full rebuilds (except on Windows,
where the lack of a sandbox and the TS rules would cause build breakages when TS
files were renamed/removed).
Bazel achieves that reliability by defining rules for each programming language
that define how source files should be turned into outputs. For the rules to
work with Bazel's sandboxing approach, they often have to reimplement or
partially bypass the standard tools that each programming language provides. The
Rust rules call Rust's compiler directly for example, instead of using Cargo,
and the Python rules extract each PyPi package into a separate folder that gets
added to sys.path.
These separate language rules allow proper declaration of inputs and outputs,
and offer some advantages such as caching of build products and fine-grained
dependency installation. But they also bring some downsides:
- The rules don't always support use-cases/platforms that the standard language
tools do, meaning they need to be patched to be used. I've had to contribute a
number of patches to the Rust, Python and JS rules to unblock various issues.
- The dependencies we use with each language sometimes make assumptions that do
not hold in Bazel, meaning they either need to be pinned or patched, or the
language rules need to be adjusted to accommodate them.
I was hopeful that after the initial setup work, things would be relatively
smooth-sailing. Unfortunately, that has not proved to be the case. Things
frequently broke when dependencies or the language rules were updated, and I
began to get frustrated at the amount of Anki development time I was instead
spending on build system upkeep. It's now about 2 years since switching to
Bazel, and I think it's time to cut losses, and switch to something else that's
a better fit.
The new build system is based on a small build tool called Ninja, and some
custom Rust code in build/. This means that to build Anki, Bazel is no longer
required, but Ninja and Rust need to be installed on your system. Python and
Node toolchains are automatically downloaded like in Bazel.
This new build system should result in faster builds in some cases:
- Because we're using cargo to build now, Rust builds are able to take advantage
of pipelining and incremental debug builds, which we didn't have with Bazel.
It's also easier to override the default linker on Linux/macOS, which can
further improve speeds.
- External Rust crates are now built with opt=1, which improves performance
of debug builds.
- Esbuild is now used to transpile TypeScript, instead of invoking the TypeScript
compiler. This results in faster builds, by deferring typechecking to test/check
time, and by allowing more work to happen in parallel.
As an example of the differences, when testing with the mold linker on Linux,
adding a new message to tags.proto (which triggers a recompile of the bulk of
the Rust and TypeScript code) results in a compile that goes from about 22s on
Bazel to about 7s in the new system. With the standard linker, it's about 9s.
Some other changes of note:
- Our Rust workspace now uses cargo-hakari to ensure all packages agree on
available features, preventing unnecessary rebuilds.
- pylib/anki is now a PEP420 implicit namespace, avoiding the need to merge
source files and generated files into a single folder for running. By telling
VSCode about the extra search path, code completion now works with generated
files without needing to symlink them into the source folder.
- qt/aqt can't use PEP420 as it's difficult to get rid of aqt/__init__.py.
Instead, the generated files are now placed in a separate _aqt package that's
added to the path.
- ts/lib is now exposed as @tslib, so the source code and generated code can be
provided under the same namespace without a merging step.
- MyPy and PyLint are now invoked once for the entire codebase.
- dprint will be used to format TypeScript/json files in the future instead of
the slower prettier (currently turned off to avoid causing conflicts). It can
automatically defer to prettier when formatting Svelte files.
- svelte-check is now used for typechecking our Svelte code, which revealed a
few typing issues that went undetected with the old system.
- The Jest unit tests now work on Windows as well.
If you're upgrading from Bazel, updated usage instructions are in docs/development.md and docs/build.md. A summary of the changes:
- please remove node_modules and .bazel
- install rustup (https://rustup.rs/)
- install rsync if not already installed (on windows, use pacman - see docs/windows.md)
- install Ninja (unzip from https://github.com/ninja-build/ninja/releases/tag/v1.11.1 and
place on your path, or from your distro/homebrew if it's 1.10+)
- update .vscode/settings.json from .vscode.dist
The plan is to eventually use dprint for most of our formatting, but
for now most files are excluded, and this is just going to be used to
format our toml files.
* Add flag for enabling insert symbols feature
* Add symbols overlay directory
* Detect if :xy is inserted into editable
* Allow naive updating of overlay, and special handling of ':'
* First step towards better Virtual Element support
* Update floating to reference range on insert text
* Position SymbolsOverlay always on top or bottom
* Add a data-provider to emulate API
* Show correct suggestions in symbols overlay
* Rename to replacementLength
* Allow replacing via clicking in menu
* Optionally remove inline padding of Popover
* Hide Symbols overlay on blur of content editable
* Add specialKey to inputHandler and generalize how arrow movement is detected
- This way macOS users can use Ctrl-N to mean down, etc.
* Detect special key from within SymbolsOverlay
* Implement full backwards search while typing
* Allow navigating symbol menu and accepting with enter
* Add some entries to data-provider
* Satisfy eslint
* Generate symbolsTable from sources
* Use other github source, allow multiple names
In return, symbol must be unique
* Automatically scroll in symbols dropdown
* Use from npm packages rather than downloading from URL
* Remove console.log
* Remove print
Co-authored-by: Damien Elmes <dae@users.noreply.github.com>
* Add pointerDown event to input-handler
- so that SymbolsOverlay can reset on field click
* Make tab do the same as enter
* Make font a bit smaller but increase relative icon size
* Satisfy type requirement of handlerlist
* Revert changing default size of DropdownItems
* Remove some now unused code for bootstrap dropdowns
* Use fuse to allow fuzzy searching of symbols
* Remove unnecessary async handling in data-provider
I did that because at first I was still expecting to fetch the symbols
from the backend
* Apply field font family in symbol preview
* Remove inline padding from latex popover
* Rename data-provier to symbols-table
* Add some explaining comments to interface
* Allow for auto insertion symbols
* Use deleteData and after instead of replaceData
* Allow using html in symbols
* Show html symbols as html
* Add SymbolsEntry component
* Also include containshtml at low search precedence
* Put character entities and gemoji into their own files
* Factor out prepareInsertion method
* Allow deletion while searching for correct symbol
* Respect insertCompositionText
* Delete data-provider
* Restrict auto insert queries to max 5 characters
* Satisfy svelte check
* Fix the overlay sometimes not showing
This will make sure to always normalize text nodes before searching.
However it adjacent text is partially formatted, this will still not
find the whole query.
For example, currently, entering `<b>:for</b>al` and then inputting `l`,
will not trigger a search for `forall`, because of the <b> formatting
* Add empty line
* Do not trigger overlay, when last character is whitespace or colon
* Add missing fuse license
* Add flag for enabling insert symbols feature
* Add symbols overlay directory
* Detect if :xy is inserted into editable
* Allow naive updating of overlay, and special handling of ':'
* First step towards better Virtual Element support
* Update floating to reference range on insert text
* Position SymbolsOverlay always on top or bottom
* Add a data-provider to emulate API
* Show correct suggestions in symbols overlay
* Rename to replacementLength
* Allow replacing via clicking in menu
* Optionally remove inline padding of Popover
* Hide Symbols overlay on blur of content editable
* Add specialKey to inputHandler and generalize how arrow movement is detected
- This way macOS users can use Ctrl-N to mean down, etc.
* Detect special key from within SymbolsOverlay
* Implement full backwards search while typing
* Allow navigating symbol menu and accepting with enter
* Add some entries to data-provider
* Satisfy eslint
* Generate symbolsTable from sources
* Use other github source, allow multiple names
In return, symbol must be unique
* Automatically scroll in symbols dropdown
* Use from npm packages rather than downloading from URL
* Remove console.log
* Remove print
* Add pointerDown event to input-handler
- so that SymbolsOverlay can reset on field click
* Make tab do the same as enter
* Make font a bit smaller but increase relative icon size
* Satisfy type requirement of handlerlist
* Revert changing default size of DropdownItems
* Remove some now unused code for bootstrap dropdowns
* Remove custom config and use tex-chtml-full for editor Mathjax
* Add mathjax package in /ts
* Share mathjax config between tex-svg and tex-chtml
* Use "[+]" in Mathjax config again
* Remove mention of MathJaxReady
* Satisfy eslint
* Implement a first version of WithFloating and Portal
* Add outside slot for Portal
* Execute computePosition from WithFloating
* Set up a first example of new WithFloating with the Latex menu
* Use autoUpdate in WithFloating
* Create sveltelib/position
* Add event-store
* Use event-store in close-on-click
* Implement subscribeToUpdates
* Introduce sass/elevation
* Split close-on-click to closing-click and subscribe-trigger
* Have closing-* stores return a symbol
- This way they act more of an EventEmitter than a store
* Allow passing show store
* Remove styling on float on updatePosition removal
* Implement a nice border for dropdowns
* Apply different border and box-shadow to Popover in dark/light theme
* Fix Ctrl+Shift+T not working
* Satisfy formatters and tests
* Add copyright header
* move copyright header to top (dae)
* Make eslint sort our imports
* fix missing deps in eslint rule (dae)
Caught on Linux due to the stricter sandboxing
* Remove exports-last eslint rule (for now?)
* Adjust browserslist settings
- We use ResizeObserver which is not supported in browsers like KaiOS,
Baidu or Android UC
* Raise minimum iOS version 13.4
- It's the first version that supports ResizeObserver
* Apply new eslint rules to sort imports
- fixes warnings about security issues in marked/markdown-it
- jsdoc is mostly unmaintained at this point, and we need to override
its dependencies manually
- typescript is still pinned
* Translate editor to Svelte
Make editor fields grid rather than flexbox
Refactor ButtonToolbar margins
Remove remaining svelte.d.ts symlinks
Implement saveNow
Fix text surrounding
Remove HTML editor button
Clean up some empty files
Add visual for new field state badges
* Adds new IconConstrain.svelte to generalize the icon handling for
IconButton and Badge
Implement sticky functionality again
Enable Editable and Codable field state badges
Add shortcuts to FieldState badges
Add Shift+F9 shortcut back
Add inline padding back to editor fields, tag editor and toolbar
Make Editable and Codable only "visually hidden"
This way they are still updated in the background
Otherwise reshowing them will always start them up empty
Make empty editing area focusable
Start with moving fieldsKey and currentFieldKey to context.ts
Fix Codable being wrong size when opening for first time
Add back drag'n'drop
Make ButtonItem display: contents again
* This will break the gap between ButtonGroup items, however once we
have a newer Chromium version we should use CSS gap property anyway
Fix most of typing issues
Use --label-color background color LabelContainer
Add back red color for dupes
Generalize the editor toolbar in the multiroot editor to widgets
Implement Notification.svelte for showing cloze hints
Add colorful icon to notification
Hook up Editable to EditingArea
Move EditingArea into EditorField
Include editorField in editor/context
Fix rebasing issues
Uniformly use SvelteComponentTyped
Take LabelContainer out of EditingArea
Use mirror-dom and node-store to export editable content
Fix editable update mechanism
Prepare passing the editing inputs as slots
Pass in editing inputs as slots
Use codable options again in codemirror
Delete editor/lib.ts
Remove CodableAdapter, Use more generic CodeMirror component
Fix clicking LabelContainer to focus
Use prettier
Rename Editable to ContentEditable
Fix writing Mathjax from Codable to Editable
Correctly adjust output HTML from editable
Refactor EditableStyles out of EditableContainer
Pass Image and Mathjax Handle via slots to Editable
Make Editable add its editingInputApi
Make Editable hideable
Fix font size not being set correctly
Refactor both fieldFocused and focusInCodable to focusInEditable
Fix focusIfField
Bring back $activeInput
Fix ClozeButton
Remove signifyCustomInput
Refactor MathjaxHandle
Refactor out some logic into store-subscribe
Fix Mathjax editor
Use focusTrap instead of focusing div
Delegate focus back to editingInput when refocusing focusTrap
Elegantly move focus between editing inputs when closing/opening
Make Codable tabbable
Automatically move caret to end on editable and codable
+ remove from editingInput api
Fix ButtonDropdown having two rows and missing button margins
Make svelte_check and eslint pass
Satisfy editor svelte_check
Save field updates to db again
Await editable styles before mounting content editable
Remove unused import from OldEditorAdapter
Add copyright header to OldEditorAdapter
Update button active state from contenteditable
* Use activateStickyShortcuts after waiting for noteEditorPromise
* Set fields via stores, make tags correctly set
* Add explaining comment to setFields
* Fix ClozeButton
* Send focus and blur events again
* Fix Codable not correctly updating on blur with invalid HTML
* Remove old code for special Enter behavior in tags
* Do not use logical properties for ButtonToolbar margins
* Remove getCurrentField
Instead use noteEditor->currentField or noteEditor->activeInput
* Remove Extensible type
* Use context-property for NoteEditor, EditorField and EditingArea
* Rename parameter in mirror-dom.allowResubscription
* Fix cutOrCopy
* Refactor context.ts into the individual components
* Move focusing of editingArea up to editorField
* Rename promiseResolve -> promiseWithResolver
* Rename Editable->RichTextInput and Codable->PlainTextInput
* Remove now unnecessary type assertion for `getNoteEditor` and `getEditingArea`
* Refocus field after adding, so subscription to editing area is refreshed
Recommend removing ts/node_modules folder before attempting to
build after this update.
This moves ts/node_modules into the root of the project to work around
https://github.com/ankitects/anki/pull/1405#issuecomment-936213861
Also fixes the sass errors shown when running scripts/svelte-check