Files
feuerwerk/src/editor
adminandClaude Opus 5.5 f177ee90a4 Record the whole editor from the main menu
The game view could already record itself through nodes. Making a
video of the editor itself, to show how something is done, needed an
outside screen recorder. The main menu now starts and stops one, with
no options to set.

- "Start recording" sits in its own group before General settings, and
  reads "Stop recording" while one runs. The name is
  "Recording <time>", the size is the whole canvas in device pixels
  (an odd row or column is cut), 60 fps always. Sound is the master,
  saving goes the same way as for the game view.
- The encoder, the sound and the Matroska writing of a take moved from
  GameRecorder.ts to RecordingTake.ts. A take now reads its pictures
  from a FrameSource, so the game view and the editor share it.
- The editor's picture is copied from the canvas after each render, in
  the same frame, so nothing is drawn twice. A resting editor does not
  render, and the recording repeats its last picture.
- The mouse pointer is drawn into the recording in the shape the editor
  shows (arrow, hand, resize arrows, I-beam, crosshair, move).
- A red dot with the running time stands beside the menu button on
  screen only. It is drawn after the copy, and the toolbar makes room
  for it.
- Drawing that dot made Pixi take it as the root for every hit test,
  and the menu would not open any more. The stage is set back as the
  last rendered object after it.

Tests:
- Gate on melektaus-atx green: 303 files, 4686 tests.
- Unit recording: 20 green, 5 new.
- e2e 67: 8 checks, 67e new. It records through the menu and decodes
  the MP4: 1280x800 at 60 fps, the pointer black at the mouse, the dot
  missing, 238 plain spots alike with the canvas. Without the pointer
  and with the dot drawn before the copy, 67e is red.
- e2e 46: the main menu lists "Start recording".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 13:40:47 +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