Give the three asset tabs one base, and move the viewports into the editor
src/viewport/ held three classes only src/editor/ ever used, and framing.ts sat under graph/ although the scene view wants the same bounds sum. The graph, the texture and the container tab repeated the same header, subscription and disposal code with two silent divergences: the graph tab said "nothing shown" with null instead of '', and the texture tab refell back to the first asset on a selection change but not on a project event. These arrive together because GraphCanvas ties them: it reads framing from its new home, hands its fold marks to folding.ts, and its '' change is what GraphEditor must agree with. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -3,8 +3,8 @@ import { findAsset, findObjectHolder } from '../core/model/Project';
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import type { ProjectStore } from '../core/store/ProjectStore';
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import type { TextureStore } from '../core/store/TextureStore';
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import { Button, HStack, Splitter, Theme, ui, VStack } from '../ui';
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import { GameViewport } from '../viewport/GameViewport';
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import { SceneViewport } from '../viewport/SceneViewport';
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import { GameViewport } from './viewport/GameViewport';
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import { SceneViewport } from './viewport/SceneViewport';
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import { attachAutosave } from './autosave';
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import { ContainerEditor } from './container/ContainerEditor';
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import { EditorRun } from './EditorRun';
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@@ -207,8 +207,6 @@ export class Editor implements PlayHost {
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return this.projects.boot();
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}
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// --- PlayHost --------------------------------------------------------------------------------
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showGame(): void {
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this.showTab('game');
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}
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@@ -217,8 +215,6 @@ export class Editor implements PlayHost {
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if (this.tab === 'game') this.showTab('scene');
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}
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// --- frame -----------------------------------------------------------------------------------
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private tick(dt: number): void {
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this.measureFps(dt);
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this.play.tick(dt);
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