Describe the vector art tab (#129, stage 3)
- Architecture names src/editor/vectorart with VectorArtEditor and VectorArtCanvas, and says that polygonEdit now also carries the rings of a vector art shape, whose points may have Bezier handles. - Development carries the check sum 1172, measured in a full run.
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@@ -123,7 +123,10 @@ src/editor/ App → Editor (layout + ticker), PlaySession (the run),
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EditorRun (run in editor), state, actions, shortcuts, debugHook,
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textProbe (finding widgets by their text — the ground floor of the test hook, shared with the sign-in screen),
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auth/LoginScreen + auth/PasswordDialog + auth/loginRules + auth/FormStatus (the sign-in screen and the change-password dialog in the canvas, what either may complain about, and the warning line and busy state both show, #177/#182), autosave,
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polygonEdit (corners of an outline: what is under the pointer, whether a point is inside, put / move / take away — scene view and Texture tab),
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polygonEdit (points of an outline: what is under the pointer, whether a point is inside,
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put / move / take away — scene view and Texture tab; and the same for a ring of a vector art
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shape, where a point may carry Bezier handles: `ringGripAt`, splitting a curved segment
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without changing the curve, making a corner round, #129),
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fileImport (drop/paste) → assetImport (one upload pipeline, an ImportKind per sort) ← textureImport / fontImport / soundImport,
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FilePicker (the shared "+ → Texture / Font / Sound" dialog; ImagePicker/FontPicker/SoundPicker only describe their row),
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framing (fit/marquee/snap maths), FormDialog (the small modal forms: label column, Cancel + confirm, one open at a time; `dialogButtons` is the closing row every dialog shares, the pickers' included), AssetTabEditor (the shared shell of the asset tabs), TabHeader (the bar across the top of a tab — asset tabs, Plugins tab, NodeBoard; drawn by `drawHeaderBar` like the toolbar and the breadcrumb),
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@@ -156,6 +159,9 @@ src/editor/graph/ GraphEditor (header, breadcrumb), GraphCanvas, graphView
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src/editor/container/ ContainerEditor (header), ContainerCanvas (a SceneViewport on a template)
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src/editor/texture/ TextureEditor (header), TextureCanvas (picture + frames), SliceDialog (a FormDialog), sheetView (the grid maths),
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ImagePicker + imageGrid (the "+ → Texture" dialog), checker (the transparency board)
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src/editor/vectorart/ VectorArtEditor (header: the two tools and the grid switch), VectorArtCanvas (the drawing
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painted from core/model/vectorPath onto its own Graphics, with points and handles over it;
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the pen puts points down, the arrow drags points, handles and whole shapes, #129)
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src/editor/animation/ AnimationEditor (header, preview over timeline), PreviewCanvas (the root at the playhead, a FreeViewport
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over animationPreview.ts), TimelineCanvas (rows, keys, ruler, clipboard), timelineView (its geometry),
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RowDialog + FramesDialog (FormDialogs)
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@@ -13,7 +13,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
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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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php tools/make-user.php <name> <password> # an account; every tool signs in (see Accounts)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1165 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1172 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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