- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry separated, writeTyped() replaces duplicated typed writes - Comments: one style (JSDoc on non-obvious exports, // for decisions and traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars - Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts, commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe, Input.axis, setMode, titleText, World.worldPosition, unused ctor params) - Editor: Inspector split into inspector/ sections, App.ts into Editor.ts + debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared "Add collider" action, unified type labels/swatches - UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers, Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes - Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections - Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
21 lines
668 B
TypeScript
21 lines
668 B
TypeScript
import type { Project } from '../model/Project';
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/**
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* An undoable edit of the project. Commands mutate the project in place and remember
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* whatever they need to revert. They validate first: `execute` throws a `CommandError` on
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* an invalid operation (e.g. placing a scene into a scene) before it changes anything.
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*/
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export interface Command {
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readonly label: string;
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execute(project: Project): void;
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undo(project: Project): void;
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}
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/** A rejected edit with a message fit for the user; the editor shows it as a notice. */
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export class CommandError extends Error {
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constructor(message: string) {
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super(message);
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this.name = 'CommandError';
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}
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}
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