Trim needless comments and fix the picker width
Remove comments that only restate the code, keeping the section banners and the notes that carry a reason, a measured fact or an external contract. ButtonOptions.width claimed to be a fixed width but only set minWidth, so the Graph and Texture pickers grew with the name they showed. It is now what it promises, with a separate minWidth for the buttons that have two forms. Narrow buttons shrink their padding, otherwise a 24px icon button had 8px left for its glyph and truncate dropped it entirely. __gm.labelsDropped() guards that class: the overflow guard only saw text that was too wide, never a label truncated to nothing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1,10 +1,7 @@
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/**
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* Owns everything that only exists while the project is playing: the world, its systems, the
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* keyboard and the per-frame step.
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*
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* The key rule lives here: play never touches the saved model. `state.enterPlay()` swaps in a
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* runtime copy, the world is built from that copy, edits made while playing go into it, and
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* `exitPlay()` throws it away again.
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* keyboard and the per-frame step. Play never touches the saved model – the world is built
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* from the runtime copy `state.enterPlay()` swaps in and `exitPlay()` throws away.
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*/
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import { worldPositionOf } from '../core/graph';
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import { BehaviorSystem, type Trace } from '../runtime/systems/BehaviorSystem';
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@@ -32,13 +29,11 @@ export interface WorldSnapshot {
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log: string[];
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}
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/** What a play session needs from the surrounding editor, and nothing more. */
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export interface PlayHost {
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gameView: GameViewport;
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graphEditor: GraphEditor;
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/** Bring the game view to the front – play has started. */
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showGame(): void;
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/** Leave the game view if it is the one on screen – play has stopped. */
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/** Leave the game view if it is the one on screen. */
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leaveGame(): void;
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}
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@@ -56,7 +51,6 @@ export class PlaySession {
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return this.world !== null;
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}
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/** Live execution data for the graph editor (null when not playing). */
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traceFor(assetId: string): Trace | null {
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return this.behaviors?.traceFor(assetId) ?? null;
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}
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@@ -65,15 +59,10 @@ export class PlaySession {
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return this.world?.time ?? 0;
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}
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/** Mirrors an edit made while playing into the running world at once. */
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syncFromModel(): void {
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this.world?.syncFromModel();
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}
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/**
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* Starts a run: the state switches to a runtime copy, the world is built from it and shown
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* in the Game tab. All panels stay open and edit the copy.
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*/
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play(): void {
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const scene = this.state.activeScene;
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if (!scene) return;
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@@ -97,7 +86,6 @@ export class PlaySession {
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if (world.stopRequested) this.stop();
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}
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/** Ends the run: the world and the runtime copy are discarded, the saved model returns untouched. */
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stop(): void {
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const world = this.world;
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this.world = null;
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@@ -112,7 +100,6 @@ export class PlaySession {
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this.state.setNotice(lastError ?? '');
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}
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/** One frame. Does nothing when not playing. */
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tick(dt: number): void {
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const world = this.world;
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if (!world) return;
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@@ -122,20 +109,17 @@ export class PlaySession {
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this.stop();
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return;
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}
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// Restart game: throw the run away and start the scene again from the saved model.
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if (world.restartRequested) {
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this.stop();
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this.play();
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return;
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}
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// Mirror what the systems did into the runtime copy so the panels show live values.
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// A destroyed entity removes its object – that is a structural change the lists must see.
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if (world.syncToModel()) this.state.preview();
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this.state.runtimeTick();
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if (this.host.graphEditor.visible) this.host.graphEditor.canvas.redraw();
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}
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/** Read-only view of the running world for the check scripts. */
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snapshot(): WorldSnapshot | null {
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const world = this.world;
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if (!world) return null;
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