Closed contentfree closed 2 years ago
I can kinda force it to the correct canvas size by:
editor.loadProjectData(...)
after initialization and editor.Canvas.getModel().updateDevice();
though it animates from the full width back to device size. It seems that loading the project data happens after the default device is rendered (maybe?) and somehow blows out the current frame, rerendering some default. (I don't know what the default is since I'm only providing a single device config, which appears to be ignored on the second render).
Also, leaving out any one of the three steps above results in the full-width canvas instead of the correct narrow canvas
Thanks @contentfree I'll try to fix that for the next release
Thanks @artf. I'll keep my eye open for the next release (looks like your kanban board is empty now … so should be imminent?)
I'll probably try to monitor and fix some other bugs before releasing a new version but I guess it might be something around the end of the next week.
GrapesJS version
What browser are you using?
Chrome v103
Reproducible demo link
https://codesandbox.io/s/laughing-austin-k12mc3?file=/index.js
Describe the bug
If you view the linked CodeSandbox and find the commented out line providing the projectData to the editor, you will see that the canvas gets resized away from the size specified by the device. In a debugger, it seems that
updateDim
is called multiple times at initialization: the first time with the correct device size and then again with empty width and height which then leads to the gjs-frame-wrapper's sizing getting removed.Code of Conduct