@bitmagic/cli 0.1.64-dev.14 → 0.1.64-dev.15

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package/README.md CHANGED
@@ -705,8 +705,10 @@ Click the name for the rest of the answer: the game's id, the environment it tal
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  built for, its engine version — and the two pictures that decide how the whole project looks, the
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  **accepted reference image** and the **cover art**, side by side. Both were previously visible only
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  in a terminal (`bitmagic reference show`, `bitmagic cover`); the dialog draws them from the local
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- copies under `.bitmagic/`, so they are there whether or not the recorded URL still resolves. A
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- project missing one is told which command makes it. The reference's caption warns you when it was
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+ copies under `.bitmagic/`, so they are there whether or not the recorded URL still resolves. Click
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+ either thumbnail to see it full size — a couple of hundred pixels of an image generated at 1024 is
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+ not enough to judge the look it exists to fix; click anywhere, or press Escape, and the dialog is
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+ still underneath. A project missing one is told which command makes it. The reference's caption warns you when it was
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  never re-hosted, because that URL — the one every later generation inherits — will expire.
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  What you reach for all session sits in the bar: the **Game / Editor** tabs, **Auto-reload**, the
@@ -22,7 +22,7 @@
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  * name, in the weight the bar already gave it, that happens to be clickable. Only the hover and
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  * focus treatments are added, so it reads as a control the moment a pointer is near it.
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  */
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- export declare const GAME_INFO_PANEL_CSS = "\n /* The name IS the button. Bold and white like the label it replaces, with the id and env it\n absorbed now one click away rather than two more slots in the bar. */\n #game-info-toggle {\n display: flex;\n align-items: center;\n gap: 6px;\n max-width: 26vw;\n padding: 4px 8px;\n background: transparent;\n border: 1px solid transparent;\n border-radius: 6px;\n color: var(--bm-text);\n font-family: var(--bm-font);\n font-size: 14px;\n font-weight: 700;\n line-height: 1.2;\n cursor: pointer;\n transition: background .15s ease, border-color .15s ease;\n }\n #game-info-toggle:hover { background: var(--bm-surface-alt); border-color: var(--bm-border-muted); }\n #game-info-toggle:focus-visible { outline: none; box-shadow: var(--bm-focus-ring); }\n #game-info-toggle .name { overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }\n /* The affordance. Dim, so the name still reads as the name rather than as a menu. */\n #game-info-toggle .chevron { flex: none; color: var(--bm-text-dim); font-size: 10px; }\n\n /* Level with the other two dialogs: all three are opened from different controls and never\n stack. */\n #info-overlay { z-index: 10; }\n #info-dialog { width: min(560px, 92vw); max-height: 86vh; overflow-y: auto; padding: 20px; }\n #info-dialog h2 { margin-bottom: 16px; }\n /* A definition list, because that is what this is: a fixed set of fields with one value each.\n Two columns so the values line up and the whole block is scannable without reading it. */\n #info-facts { display: grid; grid-template-columns: auto 1fr; gap: 8px 16px; margin: 0 0 20px; }\n #info-facts dt { font-size: 12px; font-weight: 700; text-transform: uppercase;\n letter-spacing: 1.4px; color: var(--bm-text-muted); }\n #info-facts dd { margin: 0; min-width: 0; color: var(--bm-text); overflow-wrap: anywhere; }\n /* Ids, versions and modes are read character by character; names and genres are read as words. */\n #info-facts dd.mono { font-family: var(--bm-font-mono); font-size: 12px; }\n #info-facts dd .note { color: var(--bm-text-dim); }\n /* The two pictures, side by side: they are the same kind of thing and are compared, not read\n in order. They wrap to one column when the dialog is at its narrowest. */\n #info-art { display: flex; flex-wrap: wrap; gap: 16px; }\n .info-art-card { flex: 1 1 200px; min-width: 0; }\n .info-art-card .bm-label { display: block; margin-bottom: 8px; }\n /* A square frame either way, so a present picture and a missing one leave the dialog the same\n height and the two cards stay level. */\n .info-art-frame {\n display: flex;\n align-items: center;\n justify-content: center;\n aspect-ratio: 1 / 1;\n padding: 12px;\n background: var(--bm-surface-alt);\n border: 1px solid var(--bm-border-muted);\n border-radius: 6px;\n text-align: center;\n }\n /* The frame holds the picture AND the \"not yet\" copy, and shows exactly one of them: the class\n is applied by openInfo(), because a page assembled as a string has no inline styles to toggle\n (DESIGN.md, and the same rule the Creator follows). */\n .info-art-frame img { display: none; max-width: 100%; max-height: 100%; border-radius: 4px; }\n .info-art-frame.has-image img { display: block; }\n .info-art-frame.has-image .empty { display: none; }\n /* What to run to make the missing one, rather than the bare fact that it is missing. */\n .info-art-frame .empty { font-size: 12px; color: var(--bm-text-dim); }\n .info-art-frame .empty code { display: block; margin-top: 6px; color: var(--bm-aqua);\n font-family: var(--bm-font-mono); }\n .info-art-card .caption { margin-top: 8px; font-size: 12px; color: var(--bm-text-dim);\n overflow-wrap: anywhere; }\n .info-art-card .caption a { color: var(--bm-aqua); text-decoration: none; }\n .info-art-card .caption a:hover { text-decoration: underline; }\n /* An expiring reference URL is the one thing on this card worth interrupting for. */\n .info-art-card .caption .stale { color: var(--bm-pumpkin); }\n /* The sidecar could not answer. Said in the dialog rather than in the bar's status line, which\n belongs to the save state and would be overwritten by the next poll. */\n #info-error { display: none; margin: 0 0 16px; font-size: 12px; color: var(--bm-pumpkin); }\n #info-error.show { display: block; }\n #info-actions { display: flex; justify-content: flex-end; margin-top: 20px; }\n";
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+ export declare const GAME_INFO_PANEL_CSS = "\n /* The name IS the button. Bold and white like the label it replaces, with the id and env it\n absorbed now one click away rather than two more slots in the bar. */\n #game-info-toggle {\n display: flex;\n align-items: center;\n gap: 6px;\n max-width: 26vw;\n padding: 4px 8px;\n background: transparent;\n border: 1px solid transparent;\n border-radius: 6px;\n color: var(--bm-text);\n font-family: var(--bm-font);\n font-size: 14px;\n font-weight: 700;\n line-height: 1.2;\n cursor: pointer;\n transition: background .15s ease, border-color .15s ease;\n }\n #game-info-toggle:hover { background: var(--bm-surface-alt); border-color: var(--bm-border-muted); }\n #game-info-toggle:focus-visible { outline: none; box-shadow: var(--bm-focus-ring); }\n #game-info-toggle .name { overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }\n /* The affordance. Dim, so the name still reads as the name rather than as a menu. */\n #game-info-toggle .chevron { flex: none; color: var(--bm-text-dim); font-size: 10px; }\n\n /* Level with the other two dialogs: all three are opened from different controls and never\n stack. */\n #info-overlay { z-index: 10; }\n #info-dialog { width: min(560px, 92vw); max-height: 86vh; overflow-y: auto; padding: 20px; }\n #info-dialog h2 { margin-bottom: 16px; }\n /* A definition list, because that is what this is: a fixed set of fields with one value each.\n Two columns so the values line up and the whole block is scannable without reading it. */\n #info-facts { display: grid; grid-template-columns: auto 1fr; gap: 8px 16px; margin: 0 0 20px; }\n #info-facts dt { font-size: 12px; font-weight: 700; text-transform: uppercase;\n letter-spacing: 1.4px; color: var(--bm-text-muted); }\n #info-facts dd { margin: 0; min-width: 0; color: var(--bm-text); overflow-wrap: anywhere; }\n /* Ids, versions and modes are read character by character; names and genres are read as words. */\n #info-facts dd.mono { font-family: var(--bm-font-mono); font-size: 12px; }\n #info-facts dd .note { color: var(--bm-text-dim); }\n /* The two pictures, side by side: they are the same kind of thing and are compared, not read\n in order. They wrap to one column when the dialog is at its narrowest. */\n #info-art { display: flex; flex-wrap: wrap; gap: 16px; }\n .info-art-card { flex: 1 1 200px; min-width: 0; }\n .info-art-card .bm-label { display: block; margin-bottom: 8px; }\n /* A square frame either way, so a present picture and a missing one leave the dialog the same\n height and the two cards stay level.\n\n A button rather than a div, because with a picture in it that is what it is: the thumbnail is\n a couple of hundred pixels of an image generated at 1024, which is not enough to judge the\n look it is supposed to fix \u2014 clicking it opens the full size. Disabled while the card is\n empty, so the control is dead exactly when there is nothing to open, and reachable by keyboard\n for free either way. */\n .info-art-frame {\n display: flex;\n align-items: center;\n justify-content: center;\n width: 100%;\n aspect-ratio: 1 / 1;\n padding: 12px;\n background: var(--bm-surface-alt);\n border: 1px solid var(--bm-border-muted);\n border-radius: 6px;\n color: inherit;\n font: inherit;\n text-align: center;\n cursor: zoom-in;\n transition: border-color .15s ease;\n }\n .info-art-frame:hover:not(:disabled) { border-color: var(--bm-text-dim); }\n .info-art-frame:focus-visible { outline: none; box-shadow: var(--bm-focus-ring); }\n /* Not dimmed like an ordinary disabled control: there is nothing to enable here, and greying the\n \"not yet\" copy would hide the command that fixes it. */\n .info-art-frame:disabled { cursor: default; }\n /* The frame holds the picture AND the \"not yet\" copy, and shows exactly one of them: the class\n is applied by openInfo(), because a page assembled as a string has no inline styles to toggle\n (DESIGN.md, and the same rule the Creator follows). */\n .info-art-frame img { display: none; max-width: 100%; max-height: 100%; border-radius: 4px; }\n .info-art-frame.has-image img { display: block; }\n .info-art-frame.has-image .empty { display: none; }\n /* What to run to make the missing one, rather than the bare fact that it is missing. */\n .info-art-frame .empty { font-size: 12px; color: var(--bm-text-dim); }\n .info-art-frame .empty code { display: block; margin-top: 6px; color: var(--bm-aqua);\n font-family: var(--bm-font-mono); }\n .info-art-card .caption { margin-top: 8px; font-size: 12px; color: var(--bm-text-dim);\n overflow-wrap: anywhere; }\n .info-art-card .caption a { color: var(--bm-aqua); text-decoration: none; }\n .info-art-card .caption a:hover { text-decoration: underline; }\n /* An expiring reference URL is the one thing on this card worth interrupting for. */\n .info-art-card .caption .stale { color: var(--bm-pumpkin); }\n /* === The full-size view ===================================================================\n A layer of its own above the dialog rather than a new browser tab: the dev view is the window\n the creator is already in, and a tab showing a bare image on a loopback port is a place they\n then have to come back from. Click anywhere, or Escape, and the dialog is still underneath\n exactly as it was. */\n #info-zoom { z-index: 11; flex-direction: column; gap: 12px; cursor: zoom-out; }\n #info-zoom img { max-width: 92vw; max-height: 84vh; border-radius: 6px;\n box-shadow: var(--bm-shadow-dialog); }\n #info-zoom .hint { font-size: 12px; color: var(--bm-text-muted); }\n\n /* The sidecar could not answer. Said in the dialog rather than in the bar's status line, which\n belongs to the save state and would be overwritten by the next poll. */\n #info-error { display: none; margin: 0 0 16px; font-size: 12px; color: var(--bm-pumpkin); }\n #info-error.show { display: block; }\n #info-actions { display: flex; justify-content: flex-end; margin-top: 20px; }\n";
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  /**
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  * Markup for the Game-info dialog.
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  *
@@ -30,4 +30,4 @@ export declare const GAME_INFO_PANEL_CSS = "\n /* The name IS the button. Bold
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  * interpolated at render time: this page is built once when the server starts, and `bitmagic
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  * cover` or `bitmagic reference accept` usually runs hours later in another terminal.
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  */
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- export declare const GAME_INFO_PANEL_HTML = " <div id=\"info-overlay\" class=\"bm-overlay\">\n <div id=\"info-dialog\" class=\"bm-dialog\">\n <h2 id=\"info-title\"></h2>\n <p id=\"info-error\"></p>\n <dl id=\"info-facts\">\n <dt>Game id</dt><dd id=\"info-game-id\" class=\"mono\"></dd>\n <dt>Environment</dt><dd id=\"info-environment\" class=\"mono\"></dd>\n <dt>Genre</dt><dd id=\"info-genre\"></dd>\n <dt>Physics</dt><dd id=\"info-physics\" class=\"mono\"></dd>\n <dt>Art style</dt><dd id=\"info-art-style\"></dd>\n <dt>Platform</dt><dd id=\"info-platform\"></dd>\n <dt>Engine</dt><dd id=\"info-engine\" class=\"mono\"></dd>\n </dl>\n <div id=\"info-art\">\n <div class=\"info-art-card\">\n <span class=\"bm-label\">Reference image</span>\n <div id=\"info-reference-frame\" class=\"info-art-frame\">\n <img id=\"info-reference-img\" alt=\"This game's accepted reference image\">\n <span id=\"info-reference-empty\" class=\"empty\">No reference image yet.<code>bitmagic reference make</code></span>\n </div>\n <p id=\"info-reference-caption\" class=\"caption\"></p>\n </div>\n <div class=\"info-art-card\">\n <span class=\"bm-label\">Cover art</span>\n <div id=\"info-cover-frame\" class=\"info-art-frame\">\n <img id=\"info-cover-img\" alt=\"This game's cover art\">\n <span id=\"info-cover-empty\" class=\"empty\">No cover art yet.<code>bitmagic cover</code></span>\n </div>\n <p id=\"info-cover-caption\" class=\"caption\"></p>\n </div>\n </div>\n <div id=\"info-actions\">\n <button id=\"info-close\" class=\"bm-pill bm-pill--primary\" type=\"button\">Close</button>\n </div>\n </div>\n </div>\n";
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+ export declare const GAME_INFO_PANEL_HTML = " <div id=\"info-overlay\" class=\"bm-overlay\">\n <div id=\"info-dialog\" class=\"bm-dialog\">\n <h2 id=\"info-title\"></h2>\n <p id=\"info-error\"></p>\n <dl id=\"info-facts\">\n <dt>Game id</dt><dd id=\"info-game-id\" class=\"mono\"></dd>\n <dt>Environment</dt><dd id=\"info-environment\" class=\"mono\"></dd>\n <dt>Genre</dt><dd id=\"info-genre\"></dd>\n <dt>Physics</dt><dd id=\"info-physics\" class=\"mono\"></dd>\n <dt>Art style</dt><dd id=\"info-art-style\"></dd>\n <dt>Platform</dt><dd id=\"info-platform\"></dd>\n <dt>Engine</dt><dd id=\"info-engine\" class=\"mono\"></dd>\n </dl>\n <div id=\"info-art\">\n <div class=\"info-art-card\">\n <span class=\"bm-label\">Reference image</span>\n <button id=\"info-reference-frame\" class=\"info-art-frame\" type=\"button\" disabled title=\"See it full size\">\n <img id=\"info-reference-img\" alt=\"This game's accepted reference image\">\n <span id=\"info-reference-empty\" class=\"empty\">No reference image yet.<code>bitmagic reference make</code></span>\n </button>\n <p id=\"info-reference-caption\" class=\"caption\"></p>\n </div>\n <div class=\"info-art-card\">\n <span class=\"bm-label\">Cover art</span>\n <button id=\"info-cover-frame\" class=\"info-art-frame\" type=\"button\" disabled title=\"See it full size\">\n <img id=\"info-cover-img\" alt=\"This game's cover art\">\n <span id=\"info-cover-empty\" class=\"empty\">No cover art yet.<code>bitmagic cover</code></span>\n </button>\n <p id=\"info-cover-caption\" class=\"caption\"></p>\n </div>\n </div>\n <div id=\"info-actions\">\n <button id=\"info-close\" class=\"bm-pill bm-pill--primary\" type=\"button\">Close</button>\n </div>\n </div>\n </div>\n <div id=\"info-zoom\" class=\"bm-overlay\">\n <img id=\"info-zoom-img\" alt=\"\">\n <span class=\"hint\">Click anywhere to go back.</span>\n </div>\n";
@@ -68,18 +68,34 @@ export const GAME_INFO_PANEL_CSS = `
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  .info-art-card { flex: 1 1 200px; min-width: 0; }
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  .info-art-card .bm-label { display: block; margin-bottom: 8px; }
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  /* A square frame either way, so a present picture and a missing one leave the dialog the same
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- height and the two cards stay level. */
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+ height and the two cards stay level.
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+
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+ A button rather than a div, because with a picture in it that is what it is: the thumbnail is
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+ a couple of hundred pixels of an image generated at 1024, which is not enough to judge the
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+ look it is supposed to fix — clicking it opens the full size. Disabled while the card is
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+ empty, so the control is dead exactly when there is nothing to open, and reachable by keyboard
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+ for free either way. */
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  .info-art-frame {
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  display: flex;
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  align-items: center;
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  justify-content: center;
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+ width: 100%;
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  aspect-ratio: 1 / 1;
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  padding: 12px;
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  background: var(--bm-surface-alt);
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  border: 1px solid var(--bm-border-muted);
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  border-radius: 6px;
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+ color: inherit;
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+ font: inherit;
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  text-align: center;
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+ cursor: zoom-in;
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+ transition: border-color .15s ease;
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  }
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+ .info-art-frame:hover:not(:disabled) { border-color: var(--bm-text-dim); }
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+ .info-art-frame:focus-visible { outline: none; box-shadow: var(--bm-focus-ring); }
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+ /* Not dimmed like an ordinary disabled control: there is nothing to enable here, and greying the
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+ "not yet" copy would hide the command that fixes it. */
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+ .info-art-frame:disabled { cursor: default; }
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  /* The frame holds the picture AND the "not yet" copy, and shows exactly one of them: the class
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  is applied by openInfo(), because a page assembled as a string has no inline styles to toggle
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  (DESIGN.md, and the same rule the Creator follows). */
@@ -96,6 +112,16 @@ export const GAME_INFO_PANEL_CSS = `
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  .info-art-card .caption a:hover { text-decoration: underline; }
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  /* An expiring reference URL is the one thing on this card worth interrupting for. */
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  .info-art-card .caption .stale { color: var(--bm-pumpkin); }
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+ /* === The full-size view ===================================================================
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+ A layer of its own above the dialog rather than a new browser tab: the dev view is the window
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+ the creator is already in, and a tab showing a bare image on a loopback port is a place they
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+ then have to come back from. Click anywhere, or Escape, and the dialog is still underneath
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+ exactly as it was. */
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+ #info-zoom { z-index: 11; flex-direction: column; gap: 12px; cursor: zoom-out; }
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+ #info-zoom img { max-width: 92vw; max-height: 84vh; border-radius: 6px;
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+ box-shadow: var(--bm-shadow-dialog); }
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+ #info-zoom .hint { font-size: 12px; color: var(--bm-text-muted); }
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+
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  /* The sidecar could not answer. Said in the dialog rather than in the bar's status line, which
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  belongs to the save state and would be overwritten by the next poll. */
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  #info-error { display: none; margin: 0 0 16px; font-size: 12px; color: var(--bm-pumpkin); }
@@ -125,18 +151,18 @@ export const GAME_INFO_PANEL_HTML = ` <div id="info-overlay" class="bm-overlay"
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  <div id="info-art">
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  <div class="info-art-card">
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  <span class="bm-label">Reference image</span>
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- <div id="info-reference-frame" class="info-art-frame">
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+ <button id="info-reference-frame" class="info-art-frame" type="button" disabled title="See it full size">
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  <img id="info-reference-img" alt="This game's accepted reference image">
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  <span id="info-reference-empty" class="empty">No reference image yet.<code>bitmagic reference make</code></span>
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- </div>
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+ </button>
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  <p id="info-reference-caption" class="caption"></p>
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  </div>
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  <div class="info-art-card">
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  <span class="bm-label">Cover art</span>
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- <div id="info-cover-frame" class="info-art-frame">
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+ <button id="info-cover-frame" class="info-art-frame" type="button" disabled title="See it full size">
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  <img id="info-cover-img" alt="This game's cover art">
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  <span id="info-cover-empty" class="empty">No cover art yet.<code>bitmagic cover</code></span>
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- </div>
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+ </button>
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  <p id="info-cover-caption" class="caption"></p>
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  </div>
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  </div>
@@ -145,5 +171,9 @@ export const GAME_INFO_PANEL_HTML = ` <div id="info-overlay" class="bm-overlay"
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  </div>
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  </div>
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  </div>
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+ <div id="info-zoom" class="bm-overlay">
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+ <img id="info-zoom-img" alt="">
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+ <span class="hint">Click anywhere to go back.</span>
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+ </div>
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  `;
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  //# sourceMappingURL=game-info-panel.js.map
@@ -1 +1 @@
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- {"version":3,"file":"game-info-panel.js","sourceRoot":"","sources":["../../src/editor/game-info-panel.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AAEH;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,mBAAmB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+ElC,CAAC;AAEF;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,oBAAoB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoCnC,CAAC"}
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+ {"version":3,"file":"game-info-panel.js","sourceRoot":"","sources":["../../src/editor/game-info-panel.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AAEH;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,mBAAmB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyGlC,CAAC;AAEF;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,oBAAoB,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCnC,CAAC"}
@@ -379,6 +379,10 @@ ${ASSET_DETAIL_HTML}
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  var infoCoverFrame = document.getElementById('info-cover-frame');
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  var infoCoverImg = document.getElementById('info-cover-img');
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  var infoCoverCaption = document.getElementById('info-cover-caption');
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+ var infoZoom = document.getElementById('info-zoom');
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+ var infoZoomImg = document.getElementById('info-zoom-img');
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+ /** Which thumbnail opened the full-size layer, so closing it gives focus back. */
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+ var zoomOrigin = null;
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  /** The last publish the poll saw, or null until this project has had one. */
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  var lastPublish = null;
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  var recordToggle = document.getElementById('record');
@@ -1283,6 +1287,9 @@ ${ASSET_DETAIL_HTML}
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  caption.textContent = '';
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  img.removeAttribute('src');
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  frame.classList.remove('has-image');
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+ // Dead exactly while there is nothing to open. Re-disabled on every fill, because the picture
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+ // that was there last time may have been cleared since.
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+ frame.disabled = true;
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  if (!image) return;
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  // Prefix tests rather than a regex: a slash inside one would have to be double-escaped to
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  // survive this literal, and that is the exact trap shell-page.test.ts exists to catch.
@@ -1305,9 +1312,13 @@ ${ASSET_DETAIL_HTML}
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  return;
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  }
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  frame.classList.remove('has-image');
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+ // The card is back to its "not yet" copy, so the control that opens a picture must go
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+ // dead with it rather than open an empty layer.
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+ frame.disabled = true;
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  };
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  img.src = src;
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  frame.classList.add('has-image');
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+ frame.disabled = false;
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  }
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  var label = image.candidateId || (kind === 'cover' ? 'Cover image' : 'Reference image');
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  if (remote) {
@@ -1339,6 +1350,33 @@ ${ASSET_DETAIL_HTML}
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  infoToggle.focus();
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  }
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+ /**
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+ * The picture at full size, on a layer above the dialog.
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+ *
1356
+ * The thumbnail is a couple of hundred pixels of an image generated at 1024, which is not enough
1357
+ * to judge the look it exists to fix. A layer rather than a new tab: the dev view is the window
1358
+ * the creator is already in, and the dialog is still underneath when they come back.
1359
+ *
1360
+ * Reuses the thumbnail's own resolved src, so whichever source that one settled on (the local
1361
+ * bytes, or the recorded URL after the fallback) is the one that opens \u2014 the browser has it
1362
+ * decoded already, and this cannot fail where the thumbnail succeeded.
1363
+ */
1364
+ function openZoom(frame, img) {
1365
+ if (!img.getAttribute('src')) return;
1366
+ zoomOrigin = frame;
1367
+ infoZoomImg.src = img.src;
1368
+ infoZoomImg.alt = img.alt;
1369
+ infoZoom.classList.add('show');
1370
+ }
1371
+
1372
+ function closeZoom() {
1373
+ infoZoom.classList.remove('show');
1374
+ infoZoomImg.removeAttribute('src');
1375
+ // Back to the thumbnail that opened it, which is where the eye already is.
1376
+ if (zoomOrigin && infoOverlay.classList.contains('show')) zoomOrigin.focus();
1377
+ zoomOrigin = null;
1378
+ }
1379
+
1342
1380
  /**
1343
1381
  * The Record panel — the Creator's Dev Tools recording settings, worn by this lane.
1344
1382
  *
@@ -2385,6 +2423,7 @@ ${ASSET_DETAIL_HTML}
2385
2423
  if (closeRecordingPanel()) return;
2386
2424
  if (closeMotionPanel()) return;
2387
2425
  if (publishOverlay.classList.contains('show')) { closePublish(); return; }
2426
+ if (infoZoom.classList.contains('show')) { closeZoom(); return; }
2388
2427
  if (infoOverlay.classList.contains('show')) { closeInfo(); return; }
2389
2428
  hqOverlay.classList.remove('show');
2390
2429
  });
@@ -2719,6 +2758,10 @@ ${ASSET_DETAIL_HTML}
2719
2758
  });
2720
2759
 
2721
2760
  infoToggle.addEventListener('click', function () { void openInfo(); });
2761
+ infoReferenceFrame.addEventListener('click', function () { openZoom(infoReferenceFrame, infoReferenceImg); });
2762
+ infoCoverFrame.addEventListener('click', function () { openZoom(infoCoverFrame, infoCoverImg); });
2763
+ // Anywhere: the whole layer is the picture and the way back out of it.
2764
+ infoZoom.addEventListener('click', closeZoom);
2722
2765
  infoClose.addEventListener('click', closeInfo);
2723
2766
  infoOverlay.addEventListener('click', function (event) {
2724
2767
  if (event.target === infoOverlay) closeInfo();
@@ -1 +1 @@
1
- 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1
+ 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@bitmagic/cli",
3
- "version": "0.1.64-dev.14",
3
+ "version": "0.1.64-dev.15",
4
4
  "description": "Build Bitmagic games from your own agent tool",
5
5
  "license": "SEE LICENSE IN LICENSE.md",
6
6
  "author": "Bitmagic Oy",
@@ -25,9 +25,9 @@
25
25
  "playwright-core": "^1.59.1",
26
26
  "tar": "^7.4.3",
27
27
  "ws": "^8.21.3",
28
- "@bitmagic/animation-forger": "0.1.19-dev.14",
29
- "@bitmagic/asset-core": "0.2.19-dev.14",
30
- "@bitmagic/world-forger": "0.1.24-dev.14"
28
+ "@bitmagic/world-forger": "0.1.24-dev.15",
29
+ "@bitmagic/asset-core": "0.2.19-dev.15",
30
+ "@bitmagic/animation-forger": "0.1.19-dev.15"
31
31
  },
32
32
  "devDependencies": {
33
33
  "@eslint/js": "^9.38.0",