Files
feuerwerk/src/editor
adminandClaude Opus 5.5 3f12a77aea Preview a sprite at the end of its inspector, placed or as an asset
A sprite's inspector listed its rows but never showed what they add up
to. The picture, its frame, nine-slice, tint and shader could only be
judged in the scene, often far from the object being edited.

- SpritePreview draws the sprite through syncSpriteMesh, the function
  the scene draws it with. Slices, padding, tint and shader come out
  the same without a second path. syncSpriteMesh now takes only the
  three fields of a DrawItem it reads.
- The subject is resolved by previewPicture from the Shader tab, so a
  placed sprite shows its own overrides.
- previewFit is the rule for size and place: whole device pixels per
  unit from 1 on, at most 8, and the corner on a whole device pixel.
  Pixel art stays sharp. A sprite larger than the group shrinks freely.
- A shader with a Time node keeps the preview redrawing once a frame
  while it is on screen. A folded group or a hidden panel stops it.
- New test hook __gm.inspectorSpritePreview().

Finding: the preview redrew on a model change in a microtask at first.
A drawn picture whose revision moved on is retried once, in a
microtask queued by the scene's synchronous redraw. That retry ran
before the preview had let go, and the old pixel art sheet stayed
waiting (e2e 48l-iii read waiting [1,1,1]). The preview now redraws
at once on a model change, as the scene does.

Tests:
- unit: 238 files, 3592 tests (+5 in preview-fit.test.ts), and the
  group list of a placed sprite in sections.test.ts ends in PREVIEW
- e2e 48: ALL PASSED, 47 checks (+2: 48l-i asset preview with
  the frame, 48l-iii placed preview with its shader values)
- counter-checks: without whole-pixel zoom 2 unit tests fail; with
  the microtask redraw 48l-iii fails with waiting [1,1,1]

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 14:27:35 +02:00
..
Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
2026-09-20 17:24:42 +02:00
Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
2026-09-20 17:24:42 +02:00