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 <noreply@anthropic.com>
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@@ -144,8 +144,10 @@ src/editor/viewport/ WorldViewport base → FreeViewport (a camera of its own:
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GameViewport follows the game's camera instead — editing tools, hence not in src/viewport/
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src/editor/inspector/ Inspector panel, host (what a section builds into), field factory, previewHandlers (scrub → preview → command), valueSpecs
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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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one section per selection kind (asset/object/node/frame/shape), variableRows (one row shape for
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every variable), shapeSection (the shapes of a vector drawing: the list, the four order
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buttons and the style of the picked one, #129), portSection, aspectAction,
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objectQueries/vectorRows/parentRow
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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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plus the List, Game and Plugins tabs' own three, which stand for no asset),
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@@ -161,7 +163,10 @@ src/editor/texture/ TextureEditor (header), TextureCanvas (picture + frames),
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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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the pen puts points down, the arrow drags points, handles and whole shapes, #129),
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ShapeList (the shapes as rows with a preview each, in the inspector; a row may be dragged to
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another place in the drawing order) + shapeRows (that list's arithmetic: the order is shown
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upside down, and a drop counts the dragged row which the model has already taken out)
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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 # 1172 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1179 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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