Files
feuerwerk/tests/editor
adminandClaude Opus 5.5 76f5097a38
game-maker / gate (push) Successful in 3m54s
game-maker / suite (push) Successful in 15m17s
Float a document's tab in a window of its own, and dock it (#371)
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
..
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
2026-09-20 14:24:27 +02:00