From c473762f7e66a4efbaa031b915a2de6351c09bdc Mon Sep 17 00:00:00 2001 From: MelekTaus Date: Sun, 20 Sep 2026 22:29:45 +0200 Subject: [PATCH] Document the inspector rows of a vector shape (#129) Stage 4 of #129 gives a selected shape its own rows, so the pages that describe the editor have to name the modules behind them. - Architecture lists shapeSection, ShapeList and shapeRows, including the rule that the list is shown reversed: the topmost row is the shape drawn last. - Development carries the measured check sum, 1179 instead of 1172. The page Vector Art itself belongs to stage 5 and is not here yet. Tests: check sum measured with a full e2e run, not calculated. Co-Authored-By: Claude Opus 5 --- Architecture.md | 11 ++++++++--- Development.md | 2 +- 2 files changed, 9 insertions(+), 4 deletions(-) diff --git a/Architecture.md b/Architecture.md index e985dbf..6226d56 100644 --- a/Architecture.md +++ b/Architecture.md @@ -144,8 +144,10 @@ src/editor/viewport/ WorldViewport base → FreeViewport (a camera of its own: GameViewport follows the game's camera instead — editing tools, hence not in src/viewport/ src/editor/inspector/ Inspector panel, host (what a section builds into), field factory, previewHandlers (scrub → preview → command), valueSpecs (where a value lives — shared with the List tab), - one section per selection kind (asset/object/node/frame), variableRows (one row shape for - every variable), portSection, aspectAction, objectQueries/vectorRows/parentRow + one section per selection kind (asset/object/node/frame/shape), variableRows (one row shape for + every variable), shapeSection (the shapes of a vector drawing: the list, the four order + buttons and the style of the picked one, #129), portSection, aspectAction, + objectQueries/vectorRows/parentRow src/editor/panels/ AssetPanel, assetGroups (groups by type and their order, #176), assetIcons (one SVG per asset type in icons/, shared by the panel, the + menu, the tabs and Scene objects, plus the List, Game and Plugins tabs' own three, which stand for no asset), @@ -161,7 +163,10 @@ src/editor/texture/ TextureEditor (header), TextureCanvas (picture + frames), ImagePicker + imageGrid (the "+ → Texture" dialog), checker (the transparency board) src/editor/vectorart/ VectorArtEditor (header: the two tools and the grid switch), VectorArtCanvas (the drawing painted from core/model/vectorPath onto its own Graphics, with points and handles over it; - the pen puts points down, the arrow drags points, handles and whole shapes, #129) + the pen puts points down, the arrow drags points, handles and whole shapes, #129), + ShapeList (the shapes as rows with a preview each, in the inspector; a row may be dragged to + another place in the drawing order) + shapeRows (that list's arithmetic: the order is shown + upside down, and a drop counts the dragged row which the model has already taken out) src/editor/animation/ AnimationEditor (header, preview over timeline), PreviewCanvas (the root at the playhead, a FreeViewport over animationPreview.ts), TimelineCanvas (rows, keys, ruler, clipboard), timelineView (its geometry), RowDialog + FramesDialog (FormDialogs) diff --git a/Development.md b/Development.md index c871912..d34e58f 100644 --- a/Development.md +++ b/Development.md @@ -13,7 +13,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs npm run build # writes dist/ and regenerates index.html ./build.sh # the same under `set -o pipefail`, for callers that pipe the output php tools/make-user.php # an account; every tool signs in (see Accounts) -node tools/seed-e2e.mjs && node tools/e2e.mjs # 1172 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 1179 editor checks, screenshots in /tmp/gm-e2e-*.png GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step ./e2e.sh start [GM_STEPS] # the same run detached, see below ./e2e.sh status # live progress, or the last run's result