After delete shape
You can register handlers to run after any record is deleted. In this example, we delete frames after the last shape inside them is deleted.
import { Editor, Tldraw, createShapeId } from 'tldraw'
export default function AfterDeleteShapeExample() {
return (
<div className="tldraw__editor">
<Tldraw
onMount={(editor) => {
// register a handler to run after any shape is deleted:
editor.sideEffects.registerAfterDeleteHandler('shape', (shape) => {
// grab the parent of the shape and check if it's a frame:
const parentShape = editor.getShape(shape.parentId)
if (parentShape && parentShape.type === 'frame') {
// if it is, get the IDs of all its remaining children:
const siblings = editor.getSortedChildIdsForParent(parentShape.id)
// if there are none (so the frame is empty), delete the frame:
if (siblings.length === 0) {
editor.deleteShape(parentShape.id)
}
}
})
createDemoShapes(editor)
}}
/>
</div>
)
}
// crate some demo shapes to show off the new side-effect we added
function createDemoShapes(editor: Editor) {
const frameId = createShapeId()
editor.createShapes([
{
id: frameId,
type: 'frame',
props: { w: 400, h: 200 },
},
{
id: createShapeId(),
type: 'text',
parentId: frameId,
x: 50,
y: 40,
props: {
text: 'Frames will be deleted when their last child is.',
w: 300,
autoSize: false,
},
},
...[50, 180, 310].map((x) => ({
id: createShapeId(),
type: 'geo',
parentId: frameId,
x,
y: 120,
props: { w: 40, h: 40 },
})),
])
editor.zoomToFit({ animation: { duration: 0 } })
}
Prev
After create/update shapeNext
Multiplayer sync