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This commit is contained in:
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2026-09-23 16:12:52 +05:00
commit a774ac673a
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import type { Editor } from 'tldraw'
declare const editor: Editor
const NATIVE_CONTEXT = 'NATIVE_APP'
/**
* Open the `/end-to-end` example (which exposes `window.editor`), wait for the
* canvas, and reset to a known state: no animations, zoom at 1, no shapes.
*/
export async function openEditor() {
const webContext = await currentWebContext()
await browser.switchContext(webContext)
if (!(await browser.getUrl()).includes('end-to-end')) {
await browser.url(`${browser.options.baseUrl}/end-to-end`)
}
await browser.$('.tl-canvas').waitForExist({ timeout: 30_000 })
await browser.execute(() => {
editor.user.updateUserPreferences({ animationSpeed: 0 })
editor.selectAll().deleteShapes(editor.getSelectedShapeIds())
editor.setCurrentTool('select')
editor.resetZoom()
})
}
/** Read the current zoom level from the live editor. */
export function getZoom(): Promise<number> {
return browser.execute(() => editor.getZoomLevel())
}
/** Read the currently selected shape ids. */
export function getSelectedShapeIds(): Promise<string[]> {
return browser.execute(() => editor.getSelectedShapeIds())
}
/** The webview context id changes per platform/run; find it rather than hardcode. */
export async function currentWebContext(): Promise<string> {
const contexts = (await browser.getContexts()) as string[]
const web = contexts.find((c) => c !== NATIVE_CONTEXT)
if (!web) throw new Error(`No web context found. Available: ${contexts.join(', ')}`)
return web
}

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import { currentWebContext } from './app'
const NATIVE_CONTEXT = 'NATIVE_APP'
/**
* Two-finger pinch over the tldraw canvas.
*
* Why this is the way it is: on both iOS (XCUITest) and Android (UiAutomator2),
* multi-touch W3C actions only operate in the NATIVE context, and only on native
* screen coordinates. So we:
*
* 1. (web context) measure the canvas rect + viewport in CSS pixels,
* 2. (native context) translate those to device coordinates and run two
* simultaneous touch pointers from the centre outwards (or inwards),
* 3. (web context) hand back so the caller can assert on `editor` state.
*
* The touches enter through the OS, so Safari/Chrome's own gesture recogniser
* sees them — that is the whole point, and what synthetic DOM touch can't do.
*
* @param scale >1 spreads the fingers apart (zoom in), <1 brings them together
* (zoom out).
*/
export async function pinchCanvas({ scale, steps = 12 }: { scale: number; steps?: number }) {
const web = await currentWebContext()
// 1. Measure in the web context (CSS pixels relative to the layout viewport).
await browser.switchContext(web)
const rect = await browser.execute(() => {
const el = document.querySelector('.tl-canvas')!
const r = el.getBoundingClientRect()
return {
cx: r.left + r.width / 2,
cy: r.top + r.height / 2,
dpr: window.devicePixelRatio,
// Offset of the web viewport inside the native window (browser chrome).
// visualViewport.offsetTop is the cleanest signal we have for this.
offsetTop: window.visualViewport?.offsetTop ?? 0,
}
})
// 2. Translate CSS px -> native device coordinates.
//
// iOS reports native coordinates in POINTS (already CSS-px-equivalent), so the
// scale factor is 1 and we only add the top inset for the Safari toolbar.
// Android UiAutomator2 reports PIXELS, so we multiply by devicePixelRatio.
//
// `TOP_INSET` is the one bit that may need a per-device tweak — the height of
// the browser chrome above the web viewport. Calibrate once per device class.
const isAndroid = browser.isAndroid
const pxScale = isAndroid ? rect.dpr : 1
const TOP_INSET = Number(process.env.DEVICE_TOP_INSET ?? (isAndroid ? 0 : 0))
const cx = rect.cx * pxScale
const cy = (rect.cy + rect.offsetTop) * pxScale + TOP_INSET
// Fingers start 60px either side of centre, end at 60*scale either side.
const startGap = 60 * pxScale
const endGap = startGap * scale
const finger = (id: string, dir: -1 | 1) =>
buildPinchPointer({
id,
cx,
cy,
startGap: dir * startGap,
endGap: dir * endGap,
steps,
})
// 3. Perform the gesture natively, then return to the web context.
await browser.switchContext(NATIVE_CONTEXT)
await browser.performActions([finger('finger1', -1), finger('finger2', 1)])
await browser.releaseActions()
await browser.switchContext(web)
}
/**
* One touch pointer that presses at `cx + startGap`, then moves in `steps` hops
* to `cx + endGap` along the x axis (so two mirrored pointers spread/contract).
*/
function buildPinchPointer({
id,
cx,
cy,
startGap,
endGap,
steps,
}: {
id: string
cx: number
cy: number
startGap: number
endGap: number
steps: number
}) {
const actions: Array<Record<string, unknown>> = [
{ type: 'pointerMove', duration: 0, x: Math.round(cx + startGap), y: Math.round(cy) },
{ type: 'pointerDown', button: 0 },
{ type: 'pause', duration: 50 },
]
for (let i = 1; i <= steps; i++) {
const gap = startGap + ((endGap - startGap) * i) / steps
actions.push({
type: 'pointerMove',
duration: 25,
x: Math.round(cx + gap),
y: Math.round(cy),
})
}
actions.push({ type: 'pointerUp', button: 0 })
return {
type: 'pointer',
id,
parameters: { pointerType: 'touch' },
actions,
}
}

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import { currentWebContext } from './app'
const NATIVE_CONTEXT = 'NATIVE_APP'
/**
* Draw a single-finger freehand stroke across the canvas through the real OS
* touch pipeline (same native-context + coordinate-translation approach as
* pinch.ts). `from`/`to` are CSS-pixel offsets relative to the canvas centre.
*/
export async function drawTouchStroke({
from,
to,
steps = 12,
}: {
from: { x: number; y: number }
to: { x: number; y: number }
steps?: number
}) {
const web = await currentWebContext()
// Measure in the web context (CSS pixels relative to the layout viewport).
await browser.switchContext(web)
const rect = await browser.execute(() => {
const el = document.querySelector('.tl-canvas')!
const r = el.getBoundingClientRect()
return {
cx: r.left + r.width / 2,
cy: r.top + r.height / 2,
dpr: window.devicePixelRatio,
offsetTop: window.visualViewport?.offsetTop ?? 0,
}
})
// CSS px -> native device coordinates (iOS reports points, Android pixels).
const isAndroid = browser.isAndroid
const pxScale = isAndroid ? rect.dpr : 1
const TOP_INSET = Number(process.env.DEVICE_TOP_INSET ?? 0)
const cx = rect.cx * pxScale
const cy = (rect.cy + rect.offsetTop) * pxScale + TOP_INSET
const point = (p: { x: number; y: number }) => ({
x: Math.round(cx + p.x * pxScale),
y: Math.round(cy + p.y * pxScale),
})
const start = point(from)
const actions: Array<Record<string, unknown>> = [
{ type: 'pointerMove', duration: 0, ...start },
{ type: 'pointerDown', button: 0 },
{ type: 'pause', duration: 50 },
]
for (let i = 1; i <= steps; i++) {
actions.push({
type: 'pointerMove',
duration: 25,
...point({
x: from.x + ((to.x - from.x) * i) / steps,
y: from.y + ((to.y - from.y) * i) / steps,
}),
})
}
actions.push({ type: 'pointerUp', button: 0 })
await browser.switchContext(NATIVE_CONTEXT)
await browser.performActions([
{ type: 'pointer', id: 'finger1', parameters: { pointerType: 'touch' }, actions },
])
await browser.releaseActions()
await browser.switchContext(web)
}

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import { expect } from '@wdio/globals'
import type { Editor } from 'tldraw'
import { openEditor } from '../helpers/app'
import { drawTouchStroke } from '../helpers/stroke'
declare const editor: Editor
/**
* Guards the device-side contract behind 2D draw-shape encoding (#8963/#8879):
* tldraw drops the constant pressure channel (z) from mouse/trackpad/finger
* strokes, keyed off `isPenOrStylus` — which is inferred from the pressure the
* BROWSER reports for the input device (Drawing.ts). The unit tests pick the
* pressure values they feed in, so they verify the decision logic but not what
* real engines actually report for a finger.
*
* That engine contract is the fragile part: 3D Touch iPhones really did report
* varying force for plain finger touches. If an engine (re)introduces that,
* finger strokes silently flip back to 3D — losing the storage win and making
* stroke width track finger pressure — with no unit or Playwright test failing,
* because those layers synthesize their own pressure values. Drawing through
* the real OS touch pipeline and asserting the 2D encoding is the only
* automated check that can catch it.
*
* Skips (rather than fails) on builds whose schema predates the segment `dim`
* field, so the suite stays green until #8963 merges.
*/
describe('draw shape pressure encoding (#8963)', () => {
beforeEach(async () => {
await openEditor()
})
it('a finger-drawn stroke uses the 2D (no-pressure) encoding', async function () {
// Feature-detect the `dim` field: on builds that predate #8963 the segment
// validator rejects it, so probe with a throwaway shape and skip if absent.
const dimSupported = await browser.execute(() => {
try {
editor.createShapes([
{
id: 'shape:dimprobe',
type: 'draw',
props: { segments: [{ type: 'free', path: '', dim: 2 }] },
},
] as any)
editor.deleteShapes(['shape:dimprobe'] as any)
return true
} catch {
return false
}
})
if (!dimSupported) this.skip()
// Block body: a concise arrow would implicitly return the (circular)
// Editor instance, which can't be serialized over the WebDriver wire.
await browser.execute(() => {
editor.setCurrentTool('draw')
})
await drawTouchStroke({ from: { x: -80, y: -40 }, to: { x: 80, y: 40 } })
const segments = await browser.execute(() => {
const shape = editor.getCurrentPageShapes().find((s) => s.type === 'draw')
if (!shape) return null
return (shape as any).props.segments.map((s: any) => ({
dim: s.dim,
pathLength: s.path.length,
}))
})
// The stroke produced a real draw shape with encoded points...
expect(segments).not.toBeNull()
expect(segments!.length).toBeGreaterThan(0)
expect(segments!.every((s) => s.pathLength > 0)).toBe(true)
// ...and the engine reported finger input as non-pressure, so every
// segment took the 2D encoding. If this fails with dim undefined, the
// browser has started reporting varying pressure for plain touches and
// the classification in Drawing.ts needs revisiting.
expect(segments!.every((s) => s.dim === 2)).toBe(true)
})
})

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import { expect } from '@wdio/globals'
import type { Editor } from 'tldraw'
import { getSelectedShapeIds, getZoom, openEditor } from '../helpers/app'
import { pinchCanvas } from '../helpers/pinch'
declare const editor: Editor
/**
* Device-realistic pinch tests. These mirror the intent of the Playwright camera
* tests (apps/examples/e2e/tests/test-camera.spec.ts) but run through the real
* OS touch pipeline on a simulator/emulator, so they cover the browser's own
* gesture recogniser — the part synthetic CDP touch can't reach.
*/
describe('pinch to zoom', () => {
beforeEach(async () => {
await openEditor()
})
it('spreading two fingers zooms in', async () => {
expect(await getZoom()).toBe(1)
await pinchCanvas({ scale: 2.5 })
expect(await getZoom()).toBeGreaterThan(1)
})
it('pinching two fingers together zooms out', async () => {
expect(await getZoom()).toBe(1)
await pinchCanvas({ scale: 0.4 })
expect(await getZoom()).toBeLessThan(1)
})
it('a two-finger pinch does not change the selection', async () => {
// Place a shape under where the pinch lands, plus a second shape that we
// pre-select off to the side. The pinch must not steal the selection.
await browser.execute(() => {
editor.createShapes([
{ id: 'shape:a', type: 'geo', x: -400, y: -400, props: { w: 100, h: 100 } },
{ id: 'shape:b', type: 'geo', x: 0, y: 0, props: { w: 400, h: 400 } },
] as any)
editor.setSelectedShapes(['shape:a'] as any)
})
expect(await getSelectedShapeIds()).toEqual(['shape:a'])
await pinchCanvas({ scale: 2 })
// Selection is preserved and the gesture really did zoom.
expect(await getSelectedShapeIds()).toEqual(['shape:a'])
expect(await getZoom()).not.toBe(1)
})
})

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{
"extends": "../../../internal/config/tsconfig.base.json",
"compilerOptions": {
"types": ["node", "@wdio/globals/types", "@wdio/mocha-framework"],
"moduleResolution": "bundler",
"noEmit": true
},
"include": ["."]
}

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import type { Options } from '@wdio/types'
import { shared } from './wdio.shared.conf'
/**
* Drives real Chrome on the Android emulator via Appium's UiAutomator2 driver.
* Multi-touch pinch is injected as real MotionEvents in the NATIVE context
* (see helpers/pinch.ts) rather than through bare chromedriver, whose multi-touch
* support is unreliable.
*/
export const config: Options.Testrunner = {
...shared,
capabilities: [
{
platformName: 'Android',
'appium:automationName': 'UiAutomator2',
browserName: 'Chrome',
'appium:newCommandTimeout': 120,
// Let Appium manage a matching chromedriver for the emulator's Chrome.
'appium:chromedriverAutodownload': true,
},
],
}

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import type { Options } from '@wdio/types'
import { shared } from './wdio.shared.conf'
const deviceName = process.env.APPIUM_DEVICE_NAME ?? 'iPhone 16'
const udid = process.env.APPIUM_UDID
const derivedDataPath = process.env.APPIUM_DERIVED_DATA_PATH
const usePrebuiltWDA = process.env.APPIUM_USE_PREBUILT_WDA === 'true'
/**
* Drives real Mobile Safari in the iOS Simulator via Appium's XCUITest driver.
* Touch gestures are performed in the NATIVE context (see helpers/pinch.ts),
* which is the only place multi-touch W3C actions work on iOS — they go through
* the real Simulator touch system and therefore through Safari's own gesture
* recognizer.
*/
export const config: Options.Testrunner = {
...shared,
capabilities: [
{
platformName: 'iOS',
'appium:automationName': 'XCUITest',
'appium:deviceName': deviceName,
// Attach to the simulator CI already booted (see the Boot step), so
// XCUITest doesn't create/boot one itself.
...(udid ? { 'appium:udid': udid } : {}),
// Pin platformVersion in CI to the runtime shipped by the macos-26 image
// if you need determinism; left unset here to use the booted default.
browserName: 'Safari',
'appium:safariInitialUrl': `${shared.baseUrl}/end-to-end`,
'appium:newCommandTimeout': 120,
// Let Appium own the simulator lifecycle (create/boot the one it uses).
// Don't pre-boot in CI — a second simulator just causes boot contention.
'appium:noReset': true,
// First run builds WebDriverAgent from source, which is slow on a cold
// CI simulator. Give the build/launch generous headroom (no signing is
// needed on the simulator, so this is just time, not config).
'appium:wdaLaunchTimeout': 300_000,
'appium:wdaConnectionTimeout': 300_000,
'appium:wdaStartupRetries': 2,
'appium:wdaStartupRetryInterval': 20_000,
'appium:showXcodeLog': false,
// Build WDA into a stable, cacheable DerivedData dir; on a CI cache hit
// reuse the prebuilt WDA and skip the xcodebuild step entirely.
...(derivedDataPath ? { 'appium:derivedDataPath': derivedDataPath } : {}),
...(usePrebuiltWDA ? { 'appium:usePrebuiltWDA': true } : {}),
},
],
}

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import type { Options } from '@wdio/types'
const PORT = process.env.EXAMPLES_PORT ?? '5420'
/**
* Base WebdriverIO config shared by the iOS and Android device suites. The
* per-platform configs spread this and add their own `capabilities`.
*
* Appium is started for us by `@wdio/appium-service`; the relevant driver
* (xcuitest / uiautomator2) is installed by the CI job before this runs.
*/
export const shared: Options.Testrunner = {
runner: 'local',
// Run the built examples app. iOS sim shares the host's localhost; the
// Android job forwards the port into the emulator with `adb reverse`.
baseUrl: `http://localhost:${PORT}`,
specs: ['./tests/**/*.e2e.ts'],
maxInstances: 1,
logLevel: 'warn',
waitforTimeout: 10_000,
// Generous per-request timeout: the first session creation has to build and
// launch WebDriverAgent on a cold simulator, which can take several minutes.
connectionRetryTimeout: 600_000,
// Allow exactly one session-creation retry (1 retry = two attempts). On iOS
// the first attempt can fail on Safari's slow web-inspector attach; the retry
// reuses the already-booted simulator and running WebDriverAgent (CI attaches
// by udid), so it recovers quickly. Don't raise this: when Appium owned the
// simulator lifecycle, stacked retries booted multiple simulators at once and
// they all timed out.
connectionRetryCount: 1,
framework: 'mocha',
mochaOpts: {
ui: 'bdd',
timeout: 90_000,
// Gestures are inherently a little flaky; let an individual test retry
// before failing the run. Re-running the whole job is always an option too.
retries: 1,
},
// Retry an entire spec file once if it fails outright (e.g. a flaky sim boot).
specFileRetries: 1,
specFileRetriesDeferred: true,
reporters: ['spec'],
services: [
[
'appium',
{
args: { relaxedSecurity: true },
// Appium is installed globally in CI; use that binary.
command: 'appium',
},
],
],
}