Commit Graph
4 Commits
Author SHA1 Message Date
rootandClaude Opus 5 3b3f374e10 Split the object inspector, and sweep out the section banners
objectSection.ts had grown to 559 lines around three separable parts: the
queries, the vector rows and the parent row. Four object commands repeated the
same capture/restore preamble – applyCommands stays out, its five carry extra
undo state whose restore order matters.

58 dashed banner comments are gone. The nine labels in nodes/index.ts stay:
they are the only structure a flat 90-entry array has.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 07:14:45 +02:00
rootandClaude Opus 5 6bedc948be Make the viewport label size one setting
Scene labels used `small` (11 px), the Texture tab used `body` (13 px). Both now
read `Theme.viewportLabelSize` through two tokens that differ only in colour.

Dropping the per-frame `label.style.fill` assignment matters: textStyle() returns
shared cached instances, so with both views on one token it would have recoloured
the scene labels too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 16:59:17 +02:00
rootandClaude Opus 5 4d84231b9f 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>
2026-09-08 15:52:05 +02:00
rootandClaude Opus 5 35a1a23af8 Add a Texture tab for defining frames
A new Texture tab next to Scene/Game/Graph shows a texture sheet and lets
frames be drawn on it: drag to create, move, resize via eight handles, edit
name and rect in the inspector, Delete to remove. Every change is a command,
so one gesture is one undo step. "Slice..." cuts a grid from columns and rows
with optional offset and spacing, previewing the resulting frame count and
cell size live.

Sprites pick a frame instead of the whole texture through the same `texture`
property: it now holds either a texture id or a frame id. Frame ids come from
the same generator and are document-wide unique, so one picker, one property
and one set of instance overrides cover both cases, and every sprite written
before this still means the same thing.

A Graphics fill ignores a Pixi sub-texture's frame and draws the whole image,
because it derives its uvs from the shape bounds and the inverted style
matrix. The cutout is therefore a matrix (`viewport/textureFill.ts`), which
keeps a sheet at a single GPU upload no matter how many of its frames are on
screen at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 14:27:23 +02:00