Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus; the port and marker menus were the same list and are now one function. Value specs of the inspector and the list tab share valueSpecs.ts, and the remaining copies (compound commands, type glyphs, typed asset lookup, name rule, play/editor world setup, marquee) are merged. Four copies had already drifted apart; merging them fixes: - "Disconnect N links" in the port menu is one undo step, not N - "+ Add collider" is hidden on a placed container instance, as in the hierarchy menu, instead of always failing - a bool property coerced from the text "false" becomes false - a port command on an unknown node type reports instead of crashing Comment-only edits leave the bundle byte-identical. README corrected in 35 places (step limit, jump-run clock, suite duration, 409 body, ...). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
54 lines
1.9 KiB
TypeScript
54 lines
1.9 KiB
TypeScript
/**
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* The auto-repeat of `On key down`, kept apart from the runtime so it can be tested without a world.
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* The browser's own repeat is dropped (`Input.press`): its delay and rate are an OS setting, not tunable.
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*/
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/** Smallest repeat gap, mirroring `On timer`; 0 keeps its own meaning of "every frame". */
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export const MIN_REPEAT_INTERVAL = 0.01;
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export interface KeyRepeatState {
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/** Seconds since the key went down. */
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held: number;
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/** Repeats so far in this press; the next is due at `after + repeats × interval`. */
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repeats: number;
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}
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export interface KeyRepeatStep {
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/** The key went down *this frame*, as opposed to `down`, which is the whole hold. */
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pressed: boolean;
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down: boolean;
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dt: number;
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/** Seconds of holding before the first repeat; 0 switches repeating off. */
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after: number;
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/** Seconds between repeats; 0 fires every frame. */
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interval: number;
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}
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/**
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* `state` is null while the key is not being tracked. A key that is already held when tracking
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* starts stays untracked until it is pressed again, so a repeat never runs without its first fire.
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*/
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export function stepKeyRepeat(
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state: KeyRepeatState | null,
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step: KeyRepeatStep,
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): { state: KeyRepeatState | null; fires: number } {
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if (step.pressed) return { state: { held: 0, repeats: 0 }, fires: 1 };
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if (!step.down) return { state: null, fires: 0 };
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if (!state) return { state: null, fires: 0 };
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const after = Math.max(0, step.after);
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const held = state.held + Math.max(0, step.dt);
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if (after <= 0 || held < after) return { state: { ...state, held }, fires: 0 };
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if (step.interval <= 0) return { state: { ...state, held }, fires: 1 };
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const interval = Math.max(MIN_REPEAT_INTERVAL, step.interval);
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let repeats = state.repeats;
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let fires = 0;
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while (held >= after + repeats * interval) {
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repeats += 1;
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fires += 1;
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}
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return { state: { held, repeats }, fires };
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}
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