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>
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>
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>
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>