Refactoring round 5: Architecture lists src/core/util/ (vec, clamp, list) and the three new shared pieces of the editor - FormStatus for the warning line and the busy state of a form, dialogButtons() for the closing row of a dialog, drawHeaderBar() for the bar that toolbar, TabHeader and Breadcrumb draw (#85)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -70,6 +70,7 @@
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web/index.html Vite source page (dev) index.html built page (generated, served)
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src/core/model/ Project (object holders), Asset + AssetTypes, SceneObject, Properties (value types), hierarchy, walk (generic parent/child walks), instance (container content resolved from its template), usages (where an asset is used), container (the cycle guard), placement (what may be dropped where), texture (frames, the slice grid, a frame's collision outlines), polygon (an outline checked, cut into convex pieces and clipped to a rectangle), tile (the three kinds and their block shapes, reading a tile's pictures, the animation step), autotile (which quarter tile a neighbourhood asks for, the 47/16 tiles a block produces, 1 for a plain tile), tilemap (the cells of a layer, which neighbours a cell is joined to, the cells a stroke or a rectangle covers), tilemapCollision (the solid cells of a map, drawn in or out by their tile's collision scale and merged into rectangles, the outlined cells as polygons — an autotile's outlines cut into its quarters and pieced together per cell like its picture —, and where one sits in the world), animation (which frame at time t, a row's value there, what a row may aim at, the players on an object; KeyRef and its lookups) + animationPreview (the root at a frame, written into copies), graphLookup (what a graph sees of the project: behaviors to run, state machines to read), Scope (where a state machine's current state lives: per instance or one for the run — variables are shared by living on a Variables asset instead), collisionLayers (which colliders may meet: the project's named layers, a collider's layer and mask, and the one rule `layersMeet` the engine, Solids and the event pair search all answer by)
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src/core/properties/ PropertySchema, kinds (one row per value kind), listItems (an item's kind, read off its value), resolve (the only override merge), deviation (what is gold), collider/camera/bounds geometry (with the side a one-way collider blocks from), convex (capsules and polygons: rounded convex pieces against each other), ray (where a ray meets a shape, in double precision), rigidbody (what the engine reads off a rigidbody, a collider's material and the scene), aspect, enabled, editorRun, assetRef/textureRef (how a reference reads), declaredRows (the row a Property node declares in a shader or particle graph, and the params that node has in both)
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src/core/util/ list (take out, put back and move an item — what a command's undo is made of), vec (dot, the closest point on a segment — shared by the collider maths, the outline hit area and the polygon grips)
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src/core/commands/ undoable commands, CommandStack, SetBagValueCommand base, RenameCommand base (undone by renaming back: variable, struct field, port), one import command shape for texture/font/sound, require.ts (validated lookups, and what an instance may not change), naming.ts
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src/core/graph/ graph model, NodeRegistry/NodeContext/values, interpreter, dropTarget, nested (behaviors as nodes),
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emitGraph (the walk both graph compilers share: each node once, in dependency order; cycles and property names reported),
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@@ -111,11 +112,11 @@ src/editor/ App → Editor (layout + ticker), PlaySession (the run),
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layers in one dialog; the pure rule of what Apply has to carry out),
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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 (the sign-in screen and the change-password dialog in the canvas, and what either may complain about, #177/#182), autosave,
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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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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), AssetTabEditor (the shared shell of the asset tabs), TabHeader (the bar across the top of a tab — asset tabs, Plugins tab, NodeBoard),
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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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TabStrip + tabRow (the tab row and what it does when the tabs outgrow it; plugin tabs are inserted at run time),
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assetTabs (which asset kind opens into which tab, and so which kind has an editor at all),
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TabButton (how a tab is drawn: the card of the one showing, plain weight, no pressed fill, #176),
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