Files
feuerwerk/src/editor/shortcuts.ts
T
rootandClaude Fable 5.1 1eb28314cf Refactoring: one file per node, consistent comments, shared helpers, split large modules
- 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>
2026-09-08 08:37:22 +02:00

61 lines
2.0 KiB
TypeScript

import { DeleteAssetCommand } from '../core/commands/assetCommands';
import { RemoveNodeCommand } from '../core/commands/graphCommands';
import { findAsset } from '../core/model/Project';
import { Dialog, ui } from '../ui';
import { createContainer, removeObjects } from './actions';
import type { EditorState } from './state';
export interface ShortcutActions {
play(): void;
stop(): void;
}
/**
* Global keyboard shortcuts (see README "Keyboard"). Text fields keep their own key handling;
* these only run when no focused widget consumed the key.
*/
export function installShortcuts(state: EditorState, actions: ShortcutActions): void {
ui().focus.globalHandlers.push((event) => {
const mod = event.ctrlKey || event.metaKey;
const key = event.key.toLowerCase();
if (event.key === 'Escape' && state.mode === 'play') {
actions.stop();
return true;
}
if (mod && key === 'z') {
if (event.shiftKey) state.redo();
else state.undo();
return true;
}
if (mod && key === 'y') {
state.redo();
return true;
}
if (mod && key === 'g') {
const s = state.selection;
if (s?.kind === 'object') createContainer(state, s.sceneId, s.objectIds);
return true;
}
if (event.key === 'Delete' || event.key === 'Backspace') {
const s = state.selection;
if (s?.kind === 'object') removeObjects(state, s.sceneId, s.objectIds);
else if (s?.kind === 'node') state.execute(new RemoveNodeCommand(s.assetId, s.nodeId));
else if (s?.kind === 'asset') {
const asset = findAsset(state.project, s.assetId);
if (asset) {
new Dialog(`Delete "${asset.name}"?`, 'Placed instances are removed as well.', [
{ label: 'Cancel' },
{ label: 'Delete', danger: true, onClick: () => state.execute(new DeleteAssetCommand(s.assetId)) },
]).openCentered();
}
}
return s !== null;
}
if (mod && event.key === 'Enter' && state.mode === 'edit') {
actions.play();
return true;
}
return false;
});
}