Edit a Parametric EQ in a tab of its own (#370)
game-maker / gate (push) Successful in 4m21s
game-maker / suite (push) Successful in 15m17s

The EQ's editor floated over the editor as a window since #367. The
user wants it as a tab for now. Whether any tab can float and dock
again is weighed apart from this.

- A double-click on the node asks for the tab through
  `EditorState.openEq`, as `openValues` does for a Variables tab.
- The tab is a document `eq:<asset>:<node>`, one per EQ node. A
  second double-click brings the open one up.
- Its name is the asset's, with `EQ 2`, `EQ 3` when the asset has
  more than one. The icon is the sound FX's.
- The tab closes with its node, its asset, or a new project, through
  the same `syncDocuments` as every document.
- `EqWindow` becomes `EqEditor`, a `VStack` with a `TabHeader`. The
  curve takes the room of the tab, 320 x 160 at least.
- The window's title bar, dragging and Close button are gone.
- Delete in the EQ's tab removes the picked band. It never falls
  through to the selection, which is still the EQ's node.
- The hint below the curve is shorter, it was cut off at 1280 px.

Tests:
- e2e 34 (melektaus-atx): ALL PASSED, 96 checks, 2 rewritten. The
  tab opens on a double-click and goes with its node.
- Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4231 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-09 13:45:02 +02:00
1 parent db15422372
commit 9ab1bbc507
6 files changed
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@@ -1,6 +1,5 @@
import { NameTransitionCommand } from '../../core/commands/graphCommands';
import { currentNodePalette } from '../graph/NodePalette';
import { currentEqEditor } from '../soundfx/EqEditor';
import { rectOf } from '../textProbe';
import { centreOf, snapButton, type HookContext } from './hookHelpers';
@@ -117,33 +116,24 @@ export function graphHooks({ state, editor }: HookContext) {
setParam: (key: string, value: number) => editor.soundFxEditor.setPreviewValue(key, value),
nodeAt: (nodeId: string) => editor.soundFxEditor.canvas.nodeGlobal(nodeId),
},
/** The Parametric EQ's window (#367): for which node it is open, its bands and where to aim. */
/** The Parametric EQ's tab (#367, #370): for which node it is showing, its bands and where to aim. */
eq: {
shown: () => currentEqEditor()?.shownFor ?? null,
bands: () => currentEqEditor()?.bands() ?? null,
picked: () => currentEqEditor()?.picked ?? null,
handleAt: (index: number) => currentEqEditor()?.curve.handleGlobal(index) ?? null,
pointAt: (hz: number, db: number) => currentEqEditor()?.curve.pointGlobal(hz, db) ?? null,
shown: () => (editor.tab === 'eq' ? editor.eqEditor.shownFor : null),
bands: () => editor.eqEditor.bands(),
picked: () => editor.eqEditor.picked,
handleAt: (index: number) => editor.eqEditor.curve.handleGlobal(index),
pointAt: (hz: number, db: number) => editor.eqEditor.curve.pointGlobal(hz, db),
fields: () => {
const eq = currentEqEditor();
return (
eq && {
type: eq.typeButton.text,
slope: eq.slopeButton.enabled ? eq.slopeButton.text : null,
gain: eq.gainField.enabled ? eq.gainField.value : null,
q: eq.qField.enabled ? eq.qField.value : null,
frequency: eq.frequencyField.value,
}
);
},
typeAt: () => {
const eq = currentEqEditor();
return eq ? centreOf(eq.typeButton) : null;
},
closeAt: () => {
const eq = currentEqEditor();
return eq ? centreOf(eq.closeButton) : null;
const eq = editor.eqEditor;
return {
type: eq.typeButton.text,
slope: eq.slopeButton.enabled ? eq.slopeButton.text : null,
gain: eq.gainField.enabled ? eq.gainField.value : null,
q: eq.qField.enabled ? eq.qField.value : null,
frequency: eq.frequencyField.value,
};
},
typeAt: () => centreOf(editor.eqEditor.typeButton),
},
instrument: {
current: () => editor.instrumentEditor.currentAssetId,