Commit Graph
10 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 76f5097a38 Float a document's tab in a window of its own, and dock it (#371)
game-maker / gate (push) Successful in 3m54s
game-maker / suite (push) Successful in 15m17s
The Parametric EQ has a tab of its own since #370, but Play is in the
sound FX's tab. A tab that can float keeps both in view. There is one
editor per kind, so the kind's pane is lent to the window and given
back on Dock, the way fullscreen moves the game view.

- A right-click on a document's tab opens a menu with Float and Close.
  `DocumentTab` passes the press to `TabStrip`'s new `onMenu`.
- `FloatWindow` sits on the overlay. Its title bar moves it, its lower
  right corner sizes it, Dock and the x close it. A press brings it to
  the front.
- `floating.ts` is the pure part: where a window opens, held whole on
  the screen, sized down to 320 x 200. Nothing of it is remembered.
- One window per kind. Another document of that kind opens there and
  closes the one it had. Its tab, if it had one, leaves the row.
- When the row showed the kind, it shows the nearest document whose
  kind is not in a window, else the scene (`neighbourOf`).
- Delete, Copy and Paste go to the window pressed last, and back to
  the tab showing after a press in the editor (`keyTab`).
- Previews tick and redraw for a kind in a window as for the tab
  showing. Fullscreen hides the windows. Loading a project or signing
  out closes them.
- Only documents float, Scene and Game stay in the row.
- Hooks: `floatWindows`, `floatDocument`, `keyTarget`.

Tests:
- Unit documents: 16 green, 5 new. Counter-check: `neighbourOf`
  without the window check turns its test red.
- e2e 44 (melektaus-atx, after steps 1-12 and 37): ALL PASSED,
  505 checks in the chain, 6 new for float, move, size, another
  texture, keys, Dock and x.
- Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4236 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 14:27:12 +02:00
adminandClaude Opus 5.5 ec2fd9084f Say what a button without words does when the pointer rests (#209)
game-maker / gate (push) Successful in 2m50s
game-maker / suite (push) Successful in 15m34s
The top bar, the magnet, the eye and many marks of the inspector are
pictures without a caption. Whoever did not know one could only try
it. The toolkit had no hint on hover, which also forced the point
menu of #195 to be words. The answers in the issue settle the open
points: a cut tab name shows in full, shortcuts are part of the
text, the point menu stays as it is.

- Button takes a tooltip, a text or a function asked each time. It
  shows on a small sign once the pointer has rested for half a
  second.
- There is one sign for the page, a TooltipLayer on the overlay
  above the menus. A control reports each pointer move and the
  pointer leaving, the layer does the waiting.
- A press, a key, the wheel or a blur of the window takes the sign
  away. initUI listens for them on the window.
- placeTooltip in ui/tooltip.ts is the rule for the place as a pure
  function: under the control and flush left, flush right at the
  right border, above the control at the bottom.
- toolbarTip says what the five buttons of the top bar do right now.
  Undo and redo name their step from CommandStack.undoLabel and
  redoLabel, as in "Undo Paint tiles (Ctrl+Z)".
- A SortableList reports its own marks with a key per mark: the eye,
  the duplicate mark, the cross and the plus.
- The magnet, both fullscreen buttons, the eye of the scene tab, the
  overflow of the tab strip, the plus of the assets panel, the marks
  of the inspector rows and the nine anchors of the resize dialog
  carry a text.

Decided here:

- Every button whose text is cut short shows the whole text, not
  only a tab.
- A row action of the inspector names the one thing a click does. A
  button that opens a menu says only Reset, Apply or Size from the
  picture.
- A button just clicked stays quiet until the pointer has left it.
- A greyed out button shows no sign.
- The switches of the eye popup, the cross of a document tab and the
  tools of pixel art have none. The tools carry words, other than
  the issue assumes.
- The marks of a list say Show or Hide, Duplicate, Remove and Add,
  whatever the list holds.

Found on the way:

- Signing out empties the overlay and would have destroyed a sign on
  screen with it. The editor takes the tooltip away first. This has
  no test of its own.
- The text hooks locate and has skip the sign, or it would answer
  for the button under it.

Tests:
- Gate on melektaus-atx: 210 files, 3209 tests (3176 + 33), exit 0
- e2e 46 on melektaus-atx: 20 checks, all pass
- e2e 1-14 on melektaus-atx: 508 checks, all pass
- e2e 1-9,14,39,40,44-48: 685 pass, 2 fail, both in module 14. It
  measures tabs that modules 10 to 13 open, and the chain 1-14 is
  green. The cut chain was not run on the state before.
- No full run and no smokes. The sum of 1667 (1664 + 3) is reckoned,
  1664 is what CI counted for 3452899.
- 33 unit tests in tests/ui/tooltip.test.ts
- Three e2e checks in block 46h of module 46: the redo button after
  the wait, taking the sign away, turning at the right border
- 50 unit counter-probes and four browser counter-probes all fail
  their tests. Three of the unit ones did not at first and got
  sharper tests.
- Not checked in the browser: the sign of a cut tab, the marks of
  the lists, turning upwards at the bottom, each other button alone

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 12:02:57 +02:00
adminandClaude Opus 5.5 32a0af6e2c Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside
a page the browser draws itself. The layout counts in whole CSS
pixels, and most of those fall between two device pixels there. The
GPU averages both: text loses its edges, and a 1 px line becomes a
pixel and a half of mixed colour. Now text and boxes are rounded to
device pixels, and a line is one device pixel wide.

- ui/pixelGrid.ts holds the rule. crispText() makes a text with
  Pixi's roundPixels, crisp() does the same for a Graphics of
  upright boxes, and hairline() is the width of one device pixel.
- Every text of the interface is made with crispText() instead of
  new Text().
- crisp() only rounds where the scale is not a whole number. At
  100 % and 200 % nothing changes.
- drawControlBox, drawHeaderBar and drawSectionBand draw their
  lines a hairline wide and flush with the edge. The widgets that
  draw lines of their own do the same.
- Two bands share exactly the line they draw, and a column still
  ends on a whole pixel.
- The stage is nudged by 1/32 px where the scale is not whole. At
  150 % every odd pixel is an exact half, and without the nudge one
  band came out a row shorter than its neighbours.
- Curves, icons and everything of the game stay unrounded. Rounding
  their points would bend them.
- The harness takes deviceScaleFactor as an option, and the hooks
  deviceColumn, edgeContrast and pixelGrid read the frame as the
  screen gets it.

Not in here: the subpixel smoothing a browser gives its own text.
Pixi draws a text into a transparent picture first, and there only
greyscale smoothing is possible.

Measured at 150 %, edge contrast before and after: top bar 31.5 to
47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4.
At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the
same as before pixel for pixel, apart from the fps display.

Tests:
- Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0
- Full run on melektaus-atx: 1655 of 1656 checks passed, smokes
  24/19/21. The one that failed was a condition of the new step
  62 itself: it scrolled an inspector that had nothing to scroll.
  The step now makes the window lower for that reading.
- e2e 61,62 after that fix: 14 checks. The full run was not
  repeated, and CI is switched off for now.
- Ten unit tests, nine in tests/ui/pixel-grid.test.ts
- Eight e2e checks in the new step 62, which runs at 150 %
- Eleven unit counter-probes fail tests
- Four browser counter-probes fail their checks. They ran before
  the fix to step 62 and were not repeated for it.
- Screenshots looked at for 125 % and 150 %

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:42:26 +02:00
adminandClaude Opus 5 60ea56a2ce Open asset greyed out and real tab cards: Open asset in the scene object menu is only pickable for kinds with an editor of their own, the table of which asset opens which tab moved from Editor.ts into the new module assetTabs.ts with hasAssetEditor so the menu and the editor read the same list, Select asset stays as it was; tabs are drawn as index cards (new module TabButton.ts): the one showing is a light grey card instead of the aggressive blue, rounded above and square below, its name in plain weight and measured bold so it never clips itself, and a mouse down on the tab already showing keeps its colour; the padding left and right grew to 6 px in one place for both kinds of tab, Scene and Game carry an icon too (the scene one from the asset panel, a new game.svg play sign), Plugins and a plugin's own tab have none; new test hook menuEnabled next to menuRows and menuIcons, e2e 01 checks the greyed out entry on a sprite row, 14a-ii the card and the icons of the fixed tabs, 44a the icon at the wider padding (#176)
game-maker / gate (push) Successful in 2m5s
game-maker / suite (push) Successful in 7m0s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 11:40:01 +02:00
adminandClaude Opus 5 e3ebf44593 Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (#176)
game-maker / gate (push) Successful in 1m58s
game-maker / suite (push) Successful in 6m54s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 18:36:20 +02:00
adminandClaude Opus 5 cc285af10a Tabs are open documents: Scene, Game and Plugins stay as fixed tabs, every other asset opens in its own tab (double click or Enter in the asset panel, on creation, from the list button), several assets of one kind can be open at once, a tab is labelled with its kind dimmed before the name, cut at 160 px and renamed with its asset, closes with its x or a middle click and goes away when its asset is deleted; a tab always shows its own document instead of following the selection, the picker in the tab head is gone, zoom and scroll are kept per document for the session and dropped on close, a double click on a call node stays in the same tab with breadcrumbs per tab; one editor per kind is switched between documents, the placement rules live in the pure module documents.ts, and the test hook showTab stays as a compatibility path; new e2e module 44 documents (#171)
game-maker / gate (push) Successful in 1m59s
game-maker / suite (push) Successful in 6m53s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:49:54 +02:00
adminandClaude Opus 5 33a7b1b63e Tilemaps are a new placeable asset type that is painted with autotiles in the scene view, with layers, brush, eraser and rectangle, and is drawn at runtime and in the export (#128)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m51s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:41:47 +02:00
adminandClaude Opus 5 c17b2b5426 Plugins are switched on and off in a Plugins tab, the server keeps the state in data/plugins/plugins.json, and switched-off plugins are never delivered (#114)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 20:15:51 +02:00
adminandClaude Opus 5 57a97ba94f Plugins in data/plugins are loaded at startup and can add a tab with a read-only node board, and the demo plugin shows every asset as a node (#113)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 19:00:03 +02:00
DeveloperandClaude Opus 5 f83c568999 Tab row: what does not fit goes behind a menu, the active tab always stays (#84)
game-maker / suite (push) Successful in 9m18s
Nine tabs need 631 px; at 1280x800 the centre column offers 666 px, so the tenth
tab would have spilled under the inspector - the same overflow CI caught in run 5.

TabStrip replaces the bare HStack: it fits the longest prefix that stays inside
the budget, always appends the active tab, and offers the rest behind a fixed
28 px button. The button's width is fixed on purpose - deriving it from the
number of hidden tabs would make width depend on the count and the count on the
width.

The rule itself is a pure function (tabRow.ts), so it is checked without a
browser. setActive() calls relayout() itself because Widget.resize only lays out
on a changed size, and switching tabs does not change any size.

Adding a tab now needs no space arithmetic - only a line in TAB_ORDER,
TAB_LABELS and panes, all three Record<CentreTab, ...>, so forgetting one is a
type error.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 22:06:46 +02:00