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>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-08 15:52:05 +02:00
1 parent f16801aef3
commit 4d84231b9f
115 files changed
+707 -1564

No files matched your search

+6 -20
View File
@@ -1,8 +1,4 @@
/**
* How the Texture tab maps image pixels onto the widget, and what a drag on a frame means.
* Pure geometry – no Pixi, no editor state – so the fiddly part of the editor (which handle
* did I grab, what does dragging it do) is unit-testable instead of only clickable.
*/
/** Geometry for the Texture tab: no Pixi and no editor state, so it stays unit-testable. */
import type { FrameRect } from '../../core/model/texture';
import type { Vec2 } from '../../core/model/Properties';
@@ -27,7 +23,6 @@ export function localToImage(view: SheetView, x: number, y: number): Vec2 {
return { x: (x - view.panX) / view.zoom, y: (y - view.panY) / view.zoom };
}
/** The view that centres the whole picture in a `w`×`h` widget. */
export function fitView(imageWidth: number, imageHeight: number, w: number, h: number): SheetView {
if (imageWidth <= 0 || imageHeight <= 0 || w <= 0 || h <= 0) return { panX: 0, panY: 0, zoom: 1 };
const zoom = clampZoom(Math.min(w / imageWidth, h / imageHeight) * FIT_MARGIN || 1);
@@ -50,10 +45,7 @@ export function zoomAbout(view: SheetView, factor: number, localX: number, local
return after;
}
/**
* Which part of a frame a point grabs: a corner or edge handle (`hx`/`hy` in −1/0/1, naming
* the edge each axis is pinned to), `'move'` anywhere else inside it, or null outside.
*/
/** `hx`/`hy` are −1/0/1, naming the edge each axis is pinned to; `'move'` is anywhere inside. */
export type FrameHandle = { hx: -1 | 0 | 1; hy: -1 | 0 | 1 } | 'move';
/** The nine anchor points of a rectangle; (0, 0) is its centre and is not a handle. */
@@ -81,12 +73,8 @@ export function frameHandles(): readonly { hx: -1 | 0 | 1; hy: -1 | 0 | 1 }[] {
}
/**
* What a press at `point` (image pixels) does to `rect`. `tolerance` is the grab radius in
* image pixels – the caller converts a constant screen distance, so handles stay equally easy
* to hit at every zoom.
*
* Corners are tested before edges so that at a small frame, where all handles overlap, the
* corner wins: a corner resizes both axes and is the one worth reaching for.
* What a press at `point` does to `rect`; `tolerance` is the grab radius in image pixels.
* Corners are tested before edges, so the corner wins on a frame small enough for both to overlap.
*/
export function handleAt(rect: FrameRect, point: Vec2, tolerance: number): FrameHandle | null {
for (const handle of HANDLES) {
@@ -99,9 +87,8 @@ export function handleAt(rect: FrameRect, point: Vec2, tolerance: number): Frame
}
/**
* The rectangle a drag produces: `handle` decides which edges follow the pointer. The result
* may be inverted or stick out of the image – squaring it up is `normalizeFrameRect`'s job,
* so that a drag and a typed-in value are corrected by exactly one piece of code.
* The rectangle a drag produces. It may come out inverted or outside the image: squaring it up
* is `normalizeFrameRect`'s job, shared with typed-in values.
*/
export function dragFrame(start: FrameRect, handle: FrameHandle, dx: number, dy: number): FrameRect {
if (handle === 'move') return { ...start, x: start.x + dx, y: start.y + dy };
@@ -126,7 +113,6 @@ export function rectBetween(a: Vec2, b: Vec2): FrameRect {
return { x: Math.min(a.x, b.x), y: Math.min(a.y, b.y), w: Math.abs(b.x - a.x), h: Math.abs(b.y - a.y) };
}
/** The mouse cursor a handle asks for, so a resize edge announces itself before it is grabbed. */
export function handleCursor(handle: FrameHandle): string {
if (handle === 'move') return 'move';
if (handle.hx === 0) return 'ns-resize';