Asset panel grouped by kind with icons, icons in tabs, + menu and scene objects: Concepts, assetGroups and assetIcons in Architecture, check sum 1102 (#176)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -116,7 +116,9 @@ src/editor/inspector/ Inspector panel, host (what a section builds into), field
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(where a value lives — shared with the List tab),
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one section per selection kind (asset/object/node/frame), variableRows (one row shape for
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every variable), portSection, aspectAction, objectQueries/vectorRows/parentRow
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src/editor/panels/ AssetPanel, assetMenu (the two groups of the + menu), HierarchyPanel, Toolbar,
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src/editor/panels/ AssetPanel, assetGroups (groups by type and their order, #176), assetIcons (one SVG per
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asset type in icons/, shared by the panel, the + menu, the tabs and Scene objects),
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assetMenu (the two groups of the + menu), HierarchyPanel, Toolbar,
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TilemapPanel (tools, tiles and layers of the one selected tilemap, beside the scene view, #142;
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painting itself is SceneViewport)
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src/editor/graph/ GraphEditor (header, breadcrumb), GraphCanvas, graphView (zoom limits, grid, panAndZoom – shared with NodeBoard and the Tile tab's TileCanvas), EdgeLayer (curves and fold marks), graphMenus,
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@@ -44,6 +44,13 @@ scene**), Play/Pause, and on the right the notice line, the save status and the
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rate. The **Assets** panel's `+` creates an asset and opens its tab; its menu lists the types in
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two alphabetical groups, first what can be placed into a scene, then what only lives in the library
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(#43) — the line between them answers the question that follows right after "which type?".
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Every type has an **icon** of its own, the same wherever the type shows: in the `+` menu, on the
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asset panel's groups, on a document's tab and at the end of a row in **Scene objects** (#176).
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The asset panel **groups by type** (#176): one heading per type that has assets, with its icon and
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the count at the right, groups and the assets inside them sorted by name. Every group starts
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**folded** when a project opens; a click anywhere on a heading folds or unfolds it, and a heading
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is never selected. Selecting an asset from elsewhere (a picker, a graph, a new asset) unfolds its
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group; folding the group the selected asset sits in lets go of the selection.
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A click on a row only
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selects (the inspector shows it, no tab moves); a **double-click** opens the asset as a document
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in a tab of its own (see **The tab row**) — a behavior, state machine, shader, particles,
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@@ -65,9 +72,9 @@ asset panel, create one, or open a list from its row. An open document only come
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one gets its tab right of the document on screen (or last, from a fixed tab). Several assets of
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one kind can be open at once — two textures, three behaviors — each with its own tab.
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- The tab reads the kind in muted type, then the name: `Behavior · Player`, `Texture · Player`,
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so assets of the same name stay apart. A long name is cut with an ellipsis. Renaming an asset
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renames its tab.
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- The tab shows the **icon** of its kind, then the name, so a behavior and a texture both called
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`Player` stay apart; the `»` menu lists hidden documents the same way. A long name is cut with an
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ellipsis. Renaming an asset renames its tab.
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- A document tab always shows its own asset. Selecting something elsewhere never changes it; there
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is no picker in the tab's header any more. Selecting what lives only inside a document — a node,
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a frame, an object of a container — brings that document up.
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+1
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@@ -12,7 +12,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
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# code is lost (tail's is reported), so a red run reads as green
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npm run build # writes dist/ and regenerates index.html
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./build.sh # the same under `set -o pipefail`, for callers that pipe the output
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1093 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1102 editor checks, screenshots in /tmp/gm-e2e-*.png
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GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
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./e2e.sh start [GM_STEPS] # the same run detached, see below
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./e2e.sh status # live progress, or the last run's result
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