<!-- This is an auto-generated comment: release notes by coderabbit.ai -->
## Summary by CodeRabbit
- **New Features**
- Images and icons in bookmark cards are now loaded through an image proxy for improved reliability and consistency.
- Embed blocks for GitHub, Loom, and YouTube now display banner and creator images via an image proxy service for enhanced image loading.
- **Refactor**
- Simplified backend URL handling and proxy logic for images, resulting in more efficient processing and reduced complexity.
- Consolidated image proxy middleware and services into a shared adapter module for streamlined imports and improved maintainability.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
This PR contains the following updates:
| Package | Change | Age | Adoption | Passing | Confidence |
|---|---|---|---|---|---|
| [animejs](https://animejs.com) ([source](https://redirect.github.com/juliangarnier/anime)) | [`^3.2.2` -> `^4.0.0`](https://renovatebot.com/diffs/npm/animejs/3.2.2/4.0.0) | [](https://docs.renovatebot.com/merge-confidence/) | [](https://docs.renovatebot.com/merge-confidence/) | [](https://docs.renovatebot.com/merge-confidence/) | [](https://docs.renovatebot.com/merge-confidence/) |
---
### Release Notes
<details>
<summary>juliangarnier/anime (animejs)</summary>
### [`v4.0.0`](https://redirect.github.com/juliangarnier/anime/releases/tag/4.0.0)
[Compare Source](https://redirect.github.com/juliangarnier/anime/compare/v3.2.2...4.0.0)
> **I'm still finalizing the release notes as there are MANY changes, but in the meantime, you can check out the brand new documentation [here](https://animejs.com/documentation).**
The brand new Anime.js.
### API Breaking changes
Every Anime.js feature is now exported as an ES Module.
This is great for tree shaking, you don't have to ship the entire library anymore, only what you need.
#### Animation
The `anime(parameters)` function has been replaced with the `animate(targets, parameters)` module.
The `targets` parameter has been replaced with a dedicated function parameter: `animate(targets, parameters)`.
V3:
```javascript
import anime from 'animejs';
const animation = anime({
targets: 'div',
translateX: 100,
});
```
V4:
```javascript
import { animate } from 'animejs';
const animation = animate('div', {
translateX: 100,
});
```
#### Easings names
The `ease` prefix has been removed: 'easeInOutQuad' -> 'inOutQuad'.
#### Callbacks
Callbacks have have been renamed like this:
- `begin()` -> `onBegin()`
- `update()` -> `onUpdate()`
Here's all the change to the API
```diff
- import anime from 'animejs';
+ import { animate, createSpring, utils } from 'animejs';
- anime({
- targets: 'div',
+ animate('div', {
translateX: 100,
rotate: {
- value: 360,
+ to: 360,
- easing: 'spring(.7, 80, 10, .5)',
+ ease: createSpring({ mass: .7, damping: 80, stiffness: 10, velocity: .5}),
},
- easing: 'easeinOutExpo',
+ ease: 'inOutExpo',
- easing: () => t => Math.cos(t),
+ ease: t => Math.cos(t),
- direction: 'reverse',
+ reversed: true,
- direction: 'alternate',
+ alternate: true,
- loop: 1,
+ loop: 0,
- round: 100,
+ modifier: utils.round(2),
- begin: () => {},
+ onBegin: () => {},
- update: () => {},
+ onUpdate: () => {},
- change: () => {},
+ onRender: () => {},
- changeBegin: () => {},
- changeComplete: () => {},
- loopBegin: () => {},
- loopComplete: () => {},
+ onLoop: () => {},
- complete: () => {},
+ onComplete: () => {},
});
```
#### Promises
No more `.finished` property, promises are now handled directly with `animation.then()`:
```diff
- import anime from 'animejs';
+ import { animate, utils } from 'animejs';
- anime({ targets: target, prop: x }).finished.then(() => {});
+ animate(target, { prop: x }).then(() => {});
```
#### Values
##### To
The object syntax `value` property has been renamed `to`:
```diff
- translateX: { value: 100 }
+ translateX: { to: 100 }
```
#### Animation parameters
##### Default `easing`
The new default easing is `'outQuad'` instead of `'easeOutElastic(1, .5)'`.
##### `composition`
In V3 all animations coexist and overlaps with each other. This can cause animations with the same targets and animated properties to create weird results.
V4 cancels a running tween if a new one is created on the same target with the same property. This behaviour can be confifugred using the new `composition` parameter.
`composition: 'none'` // The old V3 behaviour, animations can overlaps
`composition: 'replace'` // The new V4 default
`composition: 'add'` // Creates additive animations by adding the values of the currently running animations with the new ones
##### `round` -> `modifier`
The `round` parameter has been replaced with a more flexible parameters that allows you to define custom functions to transform the numerical value of an animation just before the rendering.
```diff
- round: 100
+ modifier: utils.round(2)
```
You can of course defines your own modifier functions like this:
```javascript
const animation = animate('div', {
translateX: '100rem',
modifier: v => v % 10 // Note that the unit 'rem' will automatically be passed to the rendered value
});
```
#### Playback parameters
##### `direction`
The `direction` parameter has been replaced with an `alternate` and `reversed` parameters
V3:
```javascript
const animation = anime({
targets: 'div',
direction: 'reverse',
// direction: 'alternate' It wasn't possible to combined reverse and alternate direction before
});
```
V4:
```javascript
import { animate } from 'animejs';
const animation = animate('div', {
translateX: 100,
reversed: true,
alternate: true,
});
```
#### Timelines:
```diff
- import anime from 'animejs';
+ import { createTimeline, stagger } from 'animejs';
- anime.timeline({
+ createTimeline({
- duration: 500,
- easing: 'easeInOutQuad',
+ defaults: {
+ duration: 500,
+ ease: 'inOutQuad',
+ }
- loop: 2,
+ loop: 1,
- }).add({
- targets: 'div',
+ }).add('div', {
rotate: 90,
})
- .add('.target:nth-child(1)', { opacity: 0, onComplete }, 0)
- .add('.target:nth-child(2)', { opacity: 0, onComplete }, 100)
- .add('.target:nth-child(3)', { opacity: 0, onComplete }, 200)
- .add('.target:nth-child(4)', { opacity: 0, onComplete }, 300)
+ .add('.target', { opacity: 0, onComplete }, stagger(100))
```
##### Stagger
```diff
- import anime from 'animejs';
+ import { animate, stagger } from 'animejs';
- anime({
- targets: 'div',
+ animate('div', {
- translateX: anime.stagger(100),
+ translateX: stagger(100),
- delay: anime.stagger(100, { direction: 'reversed' }),
+ translateX: stagger(100, { reversed: true }),
});
```
#### SVG
```diff
- import anime from 'animejs';
+ import { animate, svg } from 'animejs';
- const path = anime.path('path');
+ const { x, y, angle } = svg.createMotionPath('path');
- anime({
- targets: '#shape1',
+ animate('#shape1', {
- points: '70 41 118.574 59.369 111.145 132.631 60.855 84.631 20.426 60.369',
+ points: svg.morphTo('#shape2'),
- strokeDashoffset: [anime.setDashoffset, 0],
+ strokeDashoffset: svg.drawLine(),
- translateX: path('x'),
- translateY: path('y'),
- rotate: path('angle'),
+ translateX: x,
+ translateY: y,
+ rotate: angle,
});
```
#### Utils
```diff
- import anime from 'animejs';
+ import { utils } from 'animejs';
- const value = anime.get('#target1', 'translateX');
+ const value = utils.get('#target1', 'translateX');
- anime.set('#target1', { translateX: 100 });
+ utils.set('#target1', { translateX: 100 });
- anime.remove('#target1');
+ utils.remove('#target1');
- const rounded = anime.round(value);
+ const rounded = utils.round(value, 0);
```
#### Engine
```diff
- import anime from 'animejs';
+ import { engine } from 'animejs';
- anime.suspendWhenDocumentHidden = false;
+ engine.pauseWhenHidden = false;
- anime.speed = .5;
+ engine.playbackRate = .5;
```
### Improvements
#### Performances
Major performance boost and lower memory footprint.
V4 has bee re-written from scratch by keeping performance in mind at every steps.
#### Better tween composition
The tween system has been refactored to improve animations behaviours when they overlaps.
This fix lots of issues, especially when creating multiple animations with the same property on the same target.
#### Additive animations
You can also blend animations together with the new `composition: 'add'` parameter.
#### Improved Timelines
- Child animations can new be looped and reversed
- Add supports for labels
- Add supports for `.set()` in timeline
- New position operators for more flexibility
- Multi-target child animation can be positioned using the `stagger` function
- Easier children defaults configuration
- Greatly improved support for CSS transforms composition from one child animation to another
```javascript
const tl = createTimeline({
playbackRate: .2,
defaults: {
duration: 500,
easing: 'outQuad',
}
});
tl.add('START', 100) // Add a label a 100ms
.set('.target', { opacity: 0 })
.add('.target', {
translateY: 100,
opacity: 1,
onComplete: () => {},
}, stagger(100))
.add('.target', {
scale: .75,
}, 'START')
.add('.target', {
rotate: '1turn',
}, '<<+=200')
```
#### Properties
##### CSS Variables
You can now use CSS variables directly like any other property:
```javascript
// Animate the values of the CSS variables '--radius'
animate('#target', { '--radius': '20px' });
```
##### Animating *from*
Animate *from* a value
```diff
+ translateX: { from: 50 }
```
##### From -> To
Even if the `[from, to]` shortcut is still valid in V4, you can now also write it like this:
```diff
+ translateX: { from: 50, to: 100 }
```
##### Colors
You can now animate hex colors with an alpha channel like '#F443' or '#FF444433'.
#### Timers
You can now create timers with the `createTimer` module.
Timers can be use as replacement for `setTimeout`or `setInterval` but with all the playbacks parameters, callbacks and the `Promise` system provided by anime.js.
```
const interval = createTimer({
onLoop: () => { // do something every 500ms },
duration: 500,
});
const timeout = createTimer({
onComplete: () => { // do something in 500ms },
duration: 500,
});
const gameLogicLoop = createTimer({
frameRate: 30,
onUpdate: gameSystems,
});
const gameRenderLoop = createTimer({
frameRate: 60,
onUpdate: gameRender,
});
```
#### Variable frame rate
You can now change the frame rate to all animations or to a specific Timeline / Animation / Timer
</details>
---
### Configuration
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♻ **Rebasing**: Whenever PR becomes conflicted, or you tick the rebase/retry checkbox.
🔕 **Ignore**: Close this PR and you won't be reminded about this update again.
---
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---
This PR was generated by [Mend Renovate](https://mend.io/renovate/). View the [repository job log](https://developer.mend.io/github/toeverything/AFFiNE).
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Previously, we used `useLiveData(guardService.can$())` to get the guard result, but `guardService.can$()` will request the server to revalidate the permission when calling it, will cause additional network requests when re-render.
This pr make a new hook `useGuard` to fix this problem.
And the side effect in `can$` is moved to `revalidateCan()` to make that the subscribe method is pure
### TL;DR
Relocated AI-related code from `presets` directory to a dedicated `ai` directory for better organization and maintainability.
### What changed?
- Moved AI-related code from `blocksuite/presets/ai` to `blocksuite/ai`
- Relocated AI chat block code from `blocksuite/blocks` to `blocksuite/ai/blocks`
- Updated imports across files to reflect new directory structure
- Renamed `registerBlocksuitePresetsCustomComponents` to `registerAIEffects`
- Fixed path references in GitHub workflow file
### How to test?
1. Build and run the application
2. Verify AI functionality works as expected:
- Test AI chat blocks
- Check AI panel functionality
- Verify AI copilot features
- Ensure AI-related UI components render correctly
### Why make this change?
This restructuring improves code organization by:
- Giving AI features a dedicated directory that better reflects their importance
- Making the codebase more maintainable by grouping related AI functionality
- Reducing confusion by removing AI code from the more general `presets` directory
- Creating clearer boundaries between AI and non-AI related code
### TL;DR
Moved editor components from BlockSuite presets to AFFiNE core and updated imports accordingly.
### What changed?
- Relocated `EdgelessEditor` and `PageEditor` components from BlockSuite presets to AFFiNE core
- Removed basic editor examples from playground
- Updated import paths across the codebase to reference new component locations
- Added editor effects registration in AFFiNE core
- Removed editor exports from BlockSuite presets
### How to test?
1. Launch the application
2. Verify both page and edgeless editors load correctly
3. Confirm editor functionality remains intact including:
- Document editing
- Mode switching
- Editor toolbars and controls
- Multiple editor instances
### Why make this change?
This change better aligns with AFFiNE's architecture by moving editor components closer to where they are used. It reduces coupling with BlockSuite presets and gives AFFiNE more direct control over editor customization and implementation.
### TL;DR
Moved outline functionality into a dedicated fragment package and updated vanilla-extract CSS dependency.
### What changed?
- Created new `@blocksuite/affine-fragment-outline` package
- Relocated outline-related code from presets to the new fragment package
- Updated imports across affected files to reference the new package location
- Upgraded `@vanilla-extract/css` dependency from 1.14.0/1.16.1 to 1.17.0
- Added necessary package configuration and TypeScript setup for the new fragment
### How to test?
1. Verify outline functionality works as expected in both desktop and mobile views
2. Check that outline panel, viewer, and mobile menu components render correctly
3. Ensure outline navigation and interactions continue to work
4. Confirm no regressions in outline-related features
### Why make this change?
This change improves code organization by isolating outline functionality into a dedicated package, following the modular architecture pattern. This makes the codebase more maintainable and allows for better separation of concerns. The vanilla-extract CSS upgrade ensures consistency across packages and provides access to the latest features and fixes.
### TL;DR
Refactored editor access to use `EditorHost` instead of `AffineEditorContainer` and updated mode access through `DocModeProvider`.
### What changed?
- Changed editor property types from `AffineEditorContainer` to `EditorHost` across multiple components
- Updated mode access to use `DocModeProvider` service instead of direct editor mode access
- Modified editor references to use `editor.host` where appropriate
- Updated scroll and highlight utilities to work with `EditorHost`
### How to test?
1. Open a document in both page and edgeless modes
2. Verify outline panel functionality works as expected
3. Test outline viewer navigation and highlighting
4. Confirm mobile outline menu operates correctly
5. Check that frame panel and TOC features work in all modes
### Why make this change?
This change improves architectural consistency by using `EditorHost` directly and accessing mode through the proper service provider. This makes the code more maintainable and follows better dependency practices by using the correct abstraction levels.