Editing while playing: play runs on a runtime copy, new Game tab (Scene | Game | Graph)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -21,7 +21,7 @@ import { EditorState } from './state';
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const API_ENDPOINT = '/game-maker/api/index.php';
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type CentreTab = 'scene' | 'graph';
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type CentreTab = 'scene' | 'graph' | 'game';
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/** Composes panels, viewport, graph editor and runtime into the one application that edits and plays. */
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export async function startEditor(app: Application, root: VStack): Promise<void> {
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@@ -37,7 +37,7 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
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* inspect state. Harmless in production (read-only access).
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*/
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function installDebugHook(app: Application, state: EditorState, editor: Editor): void {
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const { viewport, graphEditor } = editor;
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const { viewport, gameView, graphEditor } = editor;
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const viewportCenter = () => {
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const p = viewport.getGlobalPosition();
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return { x: p.x + viewport.w / 2, y: p.y + viewport.h / 2 };
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@@ -64,6 +64,7 @@ function installDebugHook(app: Application, state: EditorState, editor: Editor):
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locate,
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viewportCenter,
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viewportInfo: () => viewport.debugInfo(),
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gameInfo: () => gameView.debugInfo(),
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layerOf: (id: string) => viewport.layerOf(id),
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drawOrder: () => viewport.drawOrder(),
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graph: {
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@@ -84,7 +85,10 @@ function installDebugHook(app: Application, state: EditorState, editor: Editor):
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}
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class Editor {
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/** Scene tab: the editable model view (live positions while playing). */
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readonly viewport: Viewport;
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/** Game tab: the running world through its camera. */
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readonly gameView: Viewport;
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readonly graphEditor: GraphEditor;
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readonly hierarchy: HierarchyPanel;
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tab: CentreTab = 'scene';
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@@ -116,6 +120,7 @@ class Editor {
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this.workspace = new HStack();
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this.viewport = new Viewport(state);
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this.gameView = new Viewport(state, { game: true });
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this.graphEditor = new GraphEditor(state);
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this.graphEditor.traceProvider = (assetId) => this.behaviors?.traceFor(assetId) ?? null;
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this.graphEditor.timeProvider = () => this.world?.time ?? 0;
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@@ -125,20 +130,24 @@ class Editor {
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this.leftColumn.add(this.hierarchy, 1);
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this.inspector = new Inspector(state);
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// Centre: a tab strip (Scene | Graph) above the viewport or the graph editor.
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// Centre: a tab strip (Scene | Game | Graph) above the scene view, the graph editor or the game view.
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this.centre = new VStack();
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const tabs = new HStack({ gap: 2, padding: 4, align: 'center' });
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tabs.minHeight = Theme.controlHeight + 8;
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this.tabButtons = {
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scene: new Button('Scene', { variant: 'ghost', width: 90, onClick: () => this.showTab('scene') }),
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graph: new Button('Graph', { variant: 'ghost', width: 90, onClick: () => this.showTab('graph') }),
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game: new Button('Game', { variant: 'ghost', width: 90, onClick: () => this.showTab('game') }),
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};
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tabs.add(this.tabButtons.scene);
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tabs.add(this.tabButtons.game);
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tabs.add(this.tabButtons.graph);
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this.centre.add(tabs);
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this.centre.add(this.viewport, 1);
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this.centre.add(this.graphEditor, 1);
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this.centre.add(this.gameView, 1);
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this.graphEditor.visible = false;
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this.gameView.visible = false;
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this.tabButtons.scene.setToggled(true);
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this.leftColumn.minWidth = this.leftWidth;
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@@ -164,19 +173,20 @@ class Editor {
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attachAutosave(state, store);
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this.installShortcuts();
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app.ticker.add((ticker) => this.tick(ticker.deltaMS / 1000));
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state.on('mode', () => this.applyMode());
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// Selecting a graph node switches to the graph; selecting a behavior does not force it.
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state.on('selection', () => {
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if (state.selection?.kind === 'node' && this.tab !== 'graph') this.showTab('graph');
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});
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// While playing, every edit (command, undo, scrub preview) is mirrored into the world at once.
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state.on('project', () => this.world?.syncFromModel());
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}
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showTab(tab: CentreTab): void {
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this.tab = tab;
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this.viewport.visible = tab === 'scene';
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this.graphEditor.visible = tab === 'graph';
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this.tabButtons.scene.setToggled(tab === 'scene');
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this.tabButtons.graph.setToggled(tab === 'graph');
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this.gameView.visible = tab === 'game';
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for (const [key, button] of Object.entries(this.tabButtons)) button.setToggled(key === tab);
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this.centre.relayout();
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ui().focus.validate();
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}
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@@ -199,6 +209,7 @@ class Editor {
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}
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private async open(id: string): Promise<void> {
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if (this.world) this.stop();
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const loaded = await this.store.load(id);
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this.state.loadProject(loaded.project, loaded.revision);
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const url = new URL(location.href);
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@@ -238,6 +249,7 @@ class Editor {
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}
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private async deleteCurrentProject(): Promise<void> {
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if (this.world) this.stop();
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await this.store.delete(this.state.project.id);
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const list = await this.store.list();
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if (list[0]) await this.open(list[0].id);
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@@ -257,47 +269,59 @@ class Editor {
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// --- play mode -------------------------------------------------------------------------
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/**
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* Play: the state switches to a runtime copy of the project, the world is built from that
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* copy and shown in the Game tab. All panels stay open and edit the copy – the world picks
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* those edits up immediately, and nothing reaches the saved model.
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*/
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private play(): void {
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const scene = this.state.activeScene;
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if (!scene) return;
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ui().focus.blur();
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this.world = World.instantiate(this.state.project, scene.id);
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const runtime = this.state.enterPlay();
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const world = World.instantiate(runtime, scene.id);
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this.world = world;
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this.input.attach();
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// Collisions are detected first so behaviors see this frame's enter/stay/exit events.
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const collisions = new CollisionSystem();
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this.behaviors = new BehaviorSystem(this.state.project, this.input, collisions);
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this.world.addSystem(collisions);
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this.world.addSystem(this.behaviors);
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this.viewport.setWorld(this.world);
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this.state.setMode('play');
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// Play always starts on the scene; the graph tab stays reachable for live tracing.
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this.showTab('scene');
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this.state.setNotice(this.world.firstOfType('camera') ? 'Playing · Esc stops' : 'This scene has no camera – nothing is rendered · Esc stops');
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if (this.world.stopRequested) this.stop();
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this.behaviors = new BehaviorSystem(runtime, this.input, collisions);
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world.addSystem(collisions);
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world.addSystem(this.behaviors);
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this.gameView.setWorld(world);
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this.showTab('game');
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this.state.setNotice(world.firstOfType('camera') ? 'Playing · edits are not saved · Esc stops' : 'This scene has no camera – nothing is rendered · Esc stops');
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if (world.stopRequested) this.stop();
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}
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/** Stop: the world and the runtime copy are discarded; the saved model returns untouched. */
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private stop(): void {
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const world = this.world;
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this.world = null;
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this.behaviors = null;
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this.input.detach();
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ui().focus.blur();
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world?.destroy();
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this.viewport.setWorld(null);
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this.state.setMode('edit');
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this.gameView.setWorld(null);
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this.state.exitPlay();
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if (this.tab === 'game') this.showTab('scene');
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const lastError = world?.log.find((line) => line.startsWith('Error in behavior'));
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this.state.setNotice(lastError ?? '');
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}
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private tick(dt: number): void {
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this.measureFps(dt);
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if (!this.world) return;
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this.world.tick(Math.min(dt, 0.1));
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const world = this.world;
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if (!world) return;
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world.tick(Math.min(dt, 0.1));
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this.input.endFrame();
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if (this.world.stopRequested) {
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if (world.stopRequested) {
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this.stop();
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return;
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}
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this.viewport.redraw();
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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.graphEditor.visible) this.graphEditor.redraw();
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}
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@@ -325,16 +349,6 @@ class Editor {
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};
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}
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private applyMode(): void {
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const editing = this.state.mode === 'edit';
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this.leftColumn.visible = editing;
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this.inspector.visible = editing;
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this.leftSplitter.visible = editing;
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this.rightSplitter.visible = editing;
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this.workspace.relayout();
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ui().focus.validate();
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}
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// --- keyboard --------------------------------------------------------------------------
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private installShortcuts(): void {
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@@ -344,7 +358,6 @@ class Editor {
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this.stop();
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return true;
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}
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if (this.state.mode !== 'edit') return false;
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if (mod && event.key.toLowerCase() === 'z') {
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if (event.shiftKey) this.state.redo();
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else this.state.undo();
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@@ -367,7 +380,7 @@ class Editor {
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}
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return s !== null;
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}
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if (mod && event.key === 'Enter') {
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if (mod && event.key === 'Enter' && this.state.mode === 'edit') {
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this.play();
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return true;
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}
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