@driftengine/tools 4.0.0 → 4.1.0

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package/README.md CHANGED
@@ -1,9 +1,10 @@
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1
  # `@driftengine/tools`
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2
 
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  The editor's panels, as something a shipped game can carry: an inspector, a console, a profiler and
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- a network panel, with the command stack that makes their edits undoable.
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+ a network panel, with the command stack that makes their edits undoable, and the overlay that puts
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+ them on screen on a key.
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- **3,395 bytes gzipped**, measured by `scripts/size-gate.test.mjs` against
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+ **5,105 bytes gzipped**, measured by `scripts/size-gate.test.mjs` against
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  `scripts/fixtures/size/tools-only.ts`. Optional — nothing in `@driftengine/core` imports it, so a
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  game that never asks for these pays nothing.
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@@ -37,6 +38,45 @@ const command = inspectorPanel.route(world, view, event);
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  if (command !== null) undo.push(command);
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  ```
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+ ## The overlay, because a panel that nothing mounts is a tree nobody sees
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+
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+ Every panel above builds a `UiNode` tree and stops there. For 4.0.0 the half that turns a tree into
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+ something a person can look at — geometry, event routing, painting — lived only in the editor
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+ application, which is private and ships to nobody, so a game wanting an in-game inspector had to
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+ write it again. `createToolsOverlay` is that half.
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+
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+ A **column rather than a dock**: nobody arranges a debug overlay, they press a key, read a number
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+ and press it again, so the panels stack down one edge in the order they are given.
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+
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+ The **painter is supplied**. Four calls — a rectangle, a line of text, a clip and its close — which
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+ is every operation the overlay makes. A host with a 2D context writes four lines; a host drawing
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+ through `@driftengine/ui2d` writes them over a sprite batch; a host with no screen writes them into
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+ an array, which is what this package's own tests do. Nothing here needs a graphics device, which is
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+ what makes the whole of it assertable.
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+
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+ ```ts
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+ import { bindPanel, createToolsOverlay, paintOverlay, profilerPanel } from '@driftengine/tools';
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+
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+ const overlay = createToolsOverlay({
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+ panels: [bindPanel(profilerPanel, () => profilerWorld, profilerView)],
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+ key: 'F3',
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+ });
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+
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+ // once, and whenever the surface changes size
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+ overlay.resize(canvas.width, canvas.height);
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+
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+ // every frame, after the scene
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+ overlay.invalidate();
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+ overlay.frame(now);
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+ paintOverlay(painter, overlay);
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+
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+ // wherever input arrives; true means the overlay took it and the game should not
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+ if (overlay.route(keyEvent(event.key, event.shiftKey, event.ctrlKey))) event.preventDefault();
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+ ```
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+
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+ While it is closed `frame` returns before it builds anything and `route` refuses every event but the
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+ one that opens it, so a game that never presses the key pays for a boolean.
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+
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  ## Building it in or leaving it out
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  Import it and it is in the bundle; do not and it is not. There is no flag, because a flag would be a
package/dist/index.d.ts CHANGED
@@ -29,6 +29,8 @@ export { MIXED, addComponentCommand, createInspectorView, fieldEditable, inspect
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  export type { ConsoleView, ConsoleWorld, LogEntry, LogFilter, LogRing, Severity, SourceCursor, } from './console.ts';
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  export { DISPLAY_LIMIT, appendLog, consolePanel, createConsoleView, createLogFilter, createLogRing, displayText, filteredEntries, jumpToSourceCommand, logEntries, } from './console.ts';
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  export type { FrameHistory, ProfilerRow, ProfilerView, ProfilerWorld } from './profiler.ts';
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- export { createFrameHistory, createProfilerView, formatMs, historyValues, occupancy, profilerPanel, profilerRows, pushFrame, } from './profiler.ts';
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+ export { createFrameHistory, createGpuPassTimings, createProfilerView, formatMs, historyValues, occupancy, profilerPanel, profilerRows, pushFrame, recordGpuSample, } from './profiler.ts';
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  export type { NetworkReadout, NetworkView, NetworkWorld, RollbackHistory } from './network.ts';
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  export { componentDivergence, createNetworkView, createRollbackHistory, networkPanel, pushRollback, rollbackValues, } from './network.ts';
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+ export type { OverlayPainter, OverlaySite, PanelBinding, ToolsOverlay, ToolsOverlayOptions, } from './overlay.ts';
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+ export { bindPanel, createToolsOverlay, paintOverlay } from './overlay.ts';
package/dist/index.js CHANGED
@@ -5,5 +5,6 @@ export { addToSelection, clearSelection, createSelection, isSelected, primarySel
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  export { divergenceIsUnaccounted, divergentComponents } from './divergence.js';
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  export { MIXED, addComponentCommand, createInspectorView, fieldEditable, inspectorPanel, inspectorRows, removeComponentCommand, rowText, setFieldCommand, } from './inspector.js';
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  export { DISPLAY_LIMIT, appendLog, consolePanel, createConsoleView, createLogFilter, createLogRing, displayText, filteredEntries, jumpToSourceCommand, logEntries, } from './console.js';
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- export { createFrameHistory, createProfilerView, formatMs, historyValues, occupancy, profilerPanel, profilerRows, pushFrame, } from './profiler.js';
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+ export { createFrameHistory, createGpuPassTimings, createProfilerView, formatMs, historyValues, occupancy, profilerPanel, profilerRows, pushFrame, recordGpuSample, } from './profiler.js';
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  export { componentDivergence, createNetworkView, createRollbackHistory, networkPanel, pushRollback, rollbackValues, } from './network.js';
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+ export { bindPanel, createToolsOverlay, paintOverlay } from './overlay.js';
@@ -0,0 +1,70 @@
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+ import type { UiNode } from '@driftengine/ui2d';
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+ import { type Command, type UndoStack } from './command.ts';
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+ import { type Panel, type UiEvent } from './panel.ts';
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+ /**
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+ * A panel with its world and its view already attached.
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+ *
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+ * **The generics are closed here rather than carried by the host.** `Panel<W, V>` is two type
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+ * parameters per panel, and a host holding several at once cannot express them in one list without
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+ * erasing to `unknown` and casting on the way out. Binding closes them where both types are known
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+ * and hands back something with no parameters at all, so the host never casts and the panel keeps
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+ * the signature that makes its own rules checkable.
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+ */
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+ export interface PanelBinding {
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+ readonly id: string;
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+ readonly title: string;
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+ build(root: UiNode): void;
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+ route(event: UiEvent): Command | null;
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+ }
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+ export declare function bindPanel<W, V>(panel: Panel<W, V>, world: () => Readonly<W>, view: V): PanelBinding;
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+ /** Where one panel came out. Read rather than recomputed, so a hit test cannot disagree with a draw. */
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+ export interface OverlaySite {
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+ readonly id: string;
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+ readonly x: number;
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+ readonly y: number;
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+ readonly w: number;
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+ readonly h: number;
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+ }
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+ /** What a host draws with. Colours are CSS, `#rrggbb` or `#rrggbbaa`. */
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+ export interface OverlayPainter {
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+ rect(x: number, y: number, w: number, h: number, colour: string): void;
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+ /** Text on a baseline at `y`, twelve pixels tall. */
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+ text(content: string, x: number, y: number, colour: string): void;
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+ clip(x: number, y: number, w: number, h: number): void;
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+ unclip(): void;
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+ }
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+ export interface ToolsOverlayOptions {
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+ readonly panels: readonly PanelBinding[];
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+ /** `KeyboardEvent.key` of the key that opens and closes it. Defaults to `F3`. */
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+ readonly key?: string;
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+ readonly side?: 'left' | 'right';
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+ readonly width?: number;
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+ readonly undoLimit?: number;
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+ readonly visible?: boolean;
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+ }
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+ export interface ToolsOverlay {
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+ /** The tree the whole overlay is in. One absolutely placed child per panel. */
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+ readonly root: UiNode;
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+ readonly undo: UndoStack;
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+ readonly visible: boolean;
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+ /** How many times the tree has been rebuilt and laid out. Read by tests, and by nothing else. */
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+ readonly layoutCount: number;
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+ sites(): readonly OverlaySite[];
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+ setVisible(visible: boolean): void;
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+ toggle(): void;
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+ resize(width: number, height: number): void;
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+ frame(now: number): void;
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+ /** Deliver one event. True where the overlay took it, so a host knows not to pass it on. */
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+ route(event: UiEvent): boolean;
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+ /** Say the world changed, so the next frame rebuilds. A profiler calls this every frame. */
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+ invalidate(): void;
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+ dispose(): void;
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+ }
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+ export declare function createToolsOverlay(options: ToolsOverlayOptions): ToolsOverlay;
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+ /**
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+ * Draw the overlay, or draw nothing because it is closed.
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+ *
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+ * A free function rather than a method, so the overlay itself never holds a painter and a host may
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+ * draw the same overlay into two surfaces — a screen and a capture — without either knowing.
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+ */
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+ export declare function paintOverlay(painter: OverlayPainter, overlay: ToolsOverlay): void;
@@ -0,0 +1,275 @@
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+ /**
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+ * The panels, on a key, over a running game.
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+ *
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+ * **The panels shipped without anything to mount them, and that was the gap.** `@driftengine/tools`
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+ * exported an inspector, a console, a profiler and a network panel, each of which builds a `UiNode`
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+ * tree and nothing more. What turned a tree into something a person could see lived in the editor
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+ * application — a dock, a layout, a painter and the event routing — and that workspace is private
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+ * and ships to nobody. So every consumer wanting an in-game inspector had to write that half again,
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+ * and six of them writing it six times is the drift `AGENTS.md` opens by describing.
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+ *
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+ * **A column, not a dock.** The editor's dock splits, drags and persists because somebody arranges
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+ * an editor and then keeps that arrangement. Nobody arranges a debug overlay: they press a key,
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+ * read a number and press it again. So the panels stack down one edge in the order they were
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+ * given, and what a dock would have bought is not bought.
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+ *
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+ * **The painter is supplied, never reached for.** Four calls — a rectangle, a line of text, a clip
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+ * and its close — which is every operation `paintOverlay` makes. A host with a 2D context
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+ * implements them in four lines, a host drawing through `@driftengine/ui2d`'s sprite pass
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+ * implements them over a batch, and a host with no screen at all implements them into an array,
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+ * which is what this module's own tests do. That is `AGENTS.md`'s platform rule applied to
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+ * drawing: take the capability as a parameter, and let the consumer decide what it is.
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+ *
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+ * **Nothing here needs a graphics device**, which is the property that makes the whole of it
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+ * testable. The geometry is arithmetic over a tree, the routing is arithmetic over rectangles, and
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+ * the drawing is somebody else's four functions. An overlay that could only run against a live
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+ * adapter is an overlay whose behaviour nobody can assert.
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+ *
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+ * **Hidden costs a frame nothing.** While it is closed, `frame` returns before it builds anything
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+ * and `route` refuses every event but the one that opens it, so a game that never presses the key
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+ * pays for a boolean.
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+ */
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+ import { createUiNode, layoutUiTree } from '@driftengine/ui2d';
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+ import { createUndoStack } from './command.js';
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+ import { createPanelRoot } from './panel.js';
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+ export function bindPanel(panel, world, view) {
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+ return {
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+ id: panel.id,
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+ title: panel.title,
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+ build: (root) => panel.build(world(), view, root),
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+ route: (event) => panel.route(world(), view, event),
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+ };
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+ }
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+ const DEFAULT_WIDTH = 320;
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+ const DEFAULT_KEY = 'F3';
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+ export function createToolsOverlay(options) {
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+ const root = createUiNode({ name: 'tools-overlay', width: 'grow', height: 'grow' });
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+ const undo = createUndoStack(options.undoLimit ?? 100);
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+ const key = options.key ?? DEFAULT_KEY;
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+ const side = options.side ?? 'right';
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+ const columnWidth = options.width ?? DEFAULT_WIDTH;
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+ const panels = options.panels;
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+ const roots = new Map();
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+ /* Pooled and refilled: this is read every frame the overlay is open and must not allocate. */
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+ const sites = [];
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+ let width = 0;
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+ let height = 0;
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+ let visible = options.visible ?? false;
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+ let dirty = true;
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+ let disposed = false;
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+ let layoutCount = 0;
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+ let focused = null;
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+ const relayout = () => {
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+ const x = side === 'left' ? 0 : Math.max(0, width - columnWidth);
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+ const w = Math.min(columnWidth, width);
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+ const each = panels.length === 0 ? 0 : Math.floor(height / panels.length);
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+ root.absolute = true;
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+ root.x = x;
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+ root.y = 0;
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+ root.width = w;
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+ root.height = height;
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+ root.children.length = 0;
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+ sites.length = 0;
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+ for (let at = 0; at < panels.length; at += 1) {
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+ const panel = panels[at];
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+ if (panel === undefined)
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+ continue;
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+ /* The last panel takes the remainder, so a height that does not divide leaves no gap. */
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+ const top = each * at;
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+ const tall = at === panels.length - 1 ? height - top : each;
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+ let panelRoot = roots.get(panel.id);
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+ if (panelRoot === undefined) {
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+ panelRoot = createPanelRoot(panel);
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+ roots.set(panel.id, panelRoot);
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+ }
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+ panelRoot.absolute = true;
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+ panelRoot.x = 0;
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+ panelRoot.y = top;
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+ panelRoot.width = w;
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+ panelRoot.height = tall;
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+ panel.build(panelRoot);
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+ root.children.push(panelRoot);
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+ sites.push({ id: panel.id, x: 0, y: top, w, h: tall });
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+ }
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+ layoutUiTree(root, x, 0, w, height);
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+ layoutCount += 1;
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+ dirty = false;
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+ };
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+ return {
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+ root,
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+ undo,
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+ get visible() {
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+ return visible;
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+ },
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+ get layoutCount() {
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+ return layoutCount;
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+ },
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+ sites() {
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+ if (visible && dirty)
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+ relayout();
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+ return sites;
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+ },
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+ setVisible(next) {
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+ if (disposed || next === visible)
114
+ return;
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+ visible = next;
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+ dirty = true;
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+ },
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+ toggle() {
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+ this.setVisible(!visible);
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+ },
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+ resize(next, nextHeight) {
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+ if (disposed)
123
+ return;
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+ if (next === width && nextHeight === height)
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+ return;
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+ width = next;
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+ height = nextHeight;
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+ dirty = true;
129
+ },
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+ frame(_now) {
131
+ if (disposed || !visible)
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+ return;
133
+ if (dirty)
134
+ relayout();
135
+ },
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+ route(event) {
137
+ if (disposed)
138
+ return false;
139
+ /*
140
+ * The key is answered whether the overlay is open or closed, and it is the only thing that
141
+ * is. A host that had to know which state it was in to decide whether to forward a press
142
+ * would be holding the same boolean twice.
143
+ */
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+ if (event.kind === 'key' && event.key === key && !event.ctrl) {
145
+ visible = !visible;
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+ dirty = true;
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+ return true;
148
+ }
149
+ if (!visible)
150
+ return false;
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+ if (event.kind === 'key') {
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+ if (event.ctrl && event.key === 'z') {
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+ const moved = event.shift ? undo.redo() : undo.undo();
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+ if (moved)
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+ dirty = true;
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+ return moved;
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+ }
158
+ if (event.ctrl && event.key === 'y') {
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+ const moved = undo.redo();
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+ if (moved)
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+ dirty = true;
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+ return moved;
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+ }
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+ const target = panelWith(focused);
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+ return target === null ? false : take(target.route(event));
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+ }
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+ if (dirty)
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+ relayout();
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+ const site = siteAt(event.x, event.y);
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+ if (site === null)
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+ return false;
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+ if (event.kind === 'pointer' && event.phase === 'down')
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+ focused = site.id;
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+ const panel = panelWith(site.id);
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+ if (panel === null)
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+ return false;
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+ /* In the panel's own space: a panel never learns where on screen it is. */
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+ return take(panel.route(shift(event, -(root.rect.x + site.x), -site.y)));
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+ },
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+ invalidate() {
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+ dirty = true;
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+ },
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+ dispose() {
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+ if (disposed)
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+ return;
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+ disposed = true;
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+ visible = false;
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+ undo.clear();
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+ root.children.length = 0;
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+ roots.clear();
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+ sites.length = 0;
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+ focused = null;
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+ },
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+ };
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+ function panelWith(id) {
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+ if (id === null)
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+ return null;
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+ for (const panel of panels)
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+ if (panel.id === id)
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+ return panel;
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+ return null;
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+ }
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+ function siteAt(x, y) {
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+ const localX = x - root.rect.x;
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+ if (localX < 0 || localX >= root.rect.w)
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+ return null;
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+ for (const site of sites) {
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+ if (y >= site.y && y < site.y + site.h)
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+ return site;
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+ }
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+ return null;
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+ }
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+ /*
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+ * **`push` applies, so this must not.** `createUndoStack.push` calls `apply` on the way in — and
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+ * on the merge path it says in so many words that an absorbed command has already been applied
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+ * and must not be applied again. Applying here as well ran every panel edit twice, which the
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+ * row panel's test saw as two rows added by one press and a real inspector would have shown as a
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+ * field moved twice as far as the pointer.
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+ */
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+ function take(command) {
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+ if (command === null)
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+ return false;
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+ undo.push(command);
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+ dirty = true;
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+ return true;
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+ }
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+ }
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+ /** The same event moved by a vector. Returns the event itself where there is nothing to move. */
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+ function shift(event, dx, dy) {
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+ if (event.kind === 'pointer' || event.kind === 'wheel') {
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+ return { ...event, x: event.x + dx, y: event.y + dy };
232
+ }
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+ return event;
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+ }
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+ /**
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+ * Draw the overlay, or draw nothing because it is closed.
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+ *
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+ * A free function rather than a method, so the overlay itself never holds a painter and a host may
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+ * draw the same overlay into two surfaces — a screen and a capture — without either knowing.
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+ */
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+ export function paintOverlay(painter, overlay) {
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+ if (!overlay.visible)
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+ return;
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+ paintNode(painter, overlay.root);
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+ }
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+ /** Where a twelve-pixel line sits inside a row. Rows here are sixteen to eighteen pixels tall. */
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+ const TEXT_BASELINE = 12;
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+ function paintNode(painter, node) {
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+ if (node.hidden)
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+ return;
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+ const { x, y, w, h } = node.rect;
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+ if (node.background !== null)
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+ painter.rect(x, y, w, h, cssColour(node.background));
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+ if (node.text.length > 0) {
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+ painter.text(node.text, x, y + TEXT_BASELINE, cssColour(node.tint));
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+ }
257
+ if (node.children.length === 0)
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+ return;
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+ if (node.clip)
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+ painter.clip(x, y, w, h);
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+ for (const child of node.children)
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+ paintNode(painter, child);
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+ if (node.clip)
264
+ painter.unclip();
265
+ }
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+ function cssColour(rgba) {
267
+ if (rgba === null)
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+ return '#ffffff';
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+ let out = '#';
270
+ for (let at = 0; at < 3; at += 1) {
271
+ const channel = Math.round(Math.min(1, Math.max(0, rgba[at] ?? 0)) * 255);
272
+ out += channel.toString(16).padStart(2, '0');
273
+ }
274
+ return out;
275
+ }
@@ -1,5 +1,5 @@
1
1
  import type { UiNode } from '@driftengine/ui2d';
2
- import { type PassTimings } from '@driftengine/core';
2
+ import { type GpuSample, type PassTimings } from '@driftengine/core';
3
3
  import { type ResidencyTable } from '@driftengine/texture';
4
4
  import { type Panel } from './panel.ts';
5
5
  export interface ProfilerRow {
@@ -54,3 +54,31 @@ export declare function createProfilerView(options: {
54
54
  rowHeight?: number;
55
55
  }): ProfilerView;
56
56
  export declare const profilerPanel: Panel<ProfilerWorld, ProfilerView>;
57
+ /**
58
+ * A `PassTimings` labelled with the engine's own GPU brackets.
59
+ *
60
+ * **The engine fills no timings for anybody.** `PassTimings` is a container and
61
+ * `RendererApi.gpuTimer` is a source, and joining the two is the same twenty lines wherever it is
62
+ * written — the slots are `GPU_SLOTS` and never the game's, because a second backend measuring the
63
+ * same frame owes the same three numbers. So it is written here once rather than in every consumer
64
+ * that wants a frame readout, which is the argument that put the overlay in this package.
65
+ *
66
+ * Labelled and unsampled, so every row shows `—` until a frame resolves. That is the distinction
67
+ * `profilerRows` exists to keep: a bracket nothing has measured yet is not a bracket that ran in no
68
+ * time.
69
+ */
70
+ export declare function createGpuPassTimings(): PassTimings;
71
+ /**
72
+ * Write one resolved sample over the three rows.
73
+ *
74
+ * **It resets first, and the first draft did not.** `recordPassSample` accumulates on purpose,
75
+ * because a pass may be sampled several times in one frame — a shadow pass runs per cascade — and
76
+ * the row a reader wants is what that pass cost altogether. A `GpuSample` is the opposite: it is
77
+ * one resolved frame's three totals, already summed by the timer. Adding it to what was there left
78
+ * the rows climbing forever, which reads as a leak in whatever the game last changed rather than as
79
+ * a defect in the readout. `resetPassTimings` is how the engine's own frame starts, and the labels
80
+ * survive it, which is why the rows do not flicker.
81
+ *
82
+ * A caller wanting an average across frames has `FrameHistory` for it.
83
+ */
84
+ export declare function recordGpuSample(timings: PassTimings, sample: GpuSample): void;
package/dist/profiler.js CHANGED
@@ -16,7 +16,7 @@
16
16
  * a frame it was making worse.
17
17
  */
18
18
  import { addUiChild, createUiNode } from '@driftengine/ui2d';
19
- import { passLabel, passMs } from '@driftengine/core';
19
+ import { GPU_SLOTS, createPassTimings, passLabel, passMs, recordPassLabel, recordPassSample, resetPassTimings, } from '@driftengine/core';
20
20
  import { residentCount } from '@driftengine/texture';
21
21
  import { createPanelRoot, emptyPanel } from './panel.js';
22
22
  /** `—` for unmeasured. Two decimals, because a pass under a hundredth is not the one to look at. */
@@ -140,3 +140,42 @@ export const profilerPanel = {
140
140
  return null;
141
141
  },
142
142
  };
143
+ /**
144
+ * A `PassTimings` labelled with the engine's own GPU brackets.
145
+ *
146
+ * **The engine fills no timings for anybody.** `PassTimings` is a container and
147
+ * `RendererApi.gpuTimer` is a source, and joining the two is the same twenty lines wherever it is
148
+ * written — the slots are `GPU_SLOTS` and never the game's, because a second backend measuring the
149
+ * same frame owes the same three numbers. So it is written here once rather than in every consumer
150
+ * that wants a frame readout, which is the argument that put the overlay in this package.
151
+ *
152
+ * Labelled and unsampled, so every row shows `—` until a frame resolves. That is the distinction
153
+ * `profilerRows` exists to keep: a bracket nothing has measured yet is not a bracket that ran in no
154
+ * time.
155
+ */
156
+ export function createGpuPassTimings() {
157
+ const timings = createPassTimings(GPU_SLOTS.length);
158
+ for (let slot = 0; slot < GPU_SLOTS.length; slot += 1) {
159
+ recordPassLabel(timings, slot, GPU_SLOTS[slot] ?? '');
160
+ }
161
+ return timings;
162
+ }
163
+ /**
164
+ * Write one resolved sample over the three rows.
165
+ *
166
+ * **It resets first, and the first draft did not.** `recordPassSample` accumulates on purpose,
167
+ * because a pass may be sampled several times in one frame — a shadow pass runs per cascade — and
168
+ * the row a reader wants is what that pass cost altogether. A `GpuSample` is the opposite: it is
169
+ * one resolved frame's three totals, already summed by the timer. Adding it to what was there left
170
+ * the rows climbing forever, which reads as a leak in whatever the game last changed rather than as
171
+ * a defect in the readout. `resetPassTimings` is how the engine's own frame starts, and the labels
172
+ * survive it, which is why the rows do not flicker.
173
+ *
174
+ * A caller wanting an average across frames has `FrameHistory` for it.
175
+ */
176
+ export function recordGpuSample(timings, sample) {
177
+ resetPassTimings(timings);
178
+ recordPassSample(timings, 0, sample.shadows);
179
+ recordPassSample(timings, 1, sample.reflection);
180
+ recordPassSample(timings, 2, sample.rest);
181
+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@driftengine/tools",
3
- "version": "4.0.0",
3
+ "version": "4.1.0",
4
4
  "description": "The editor panels a shipped game can carry, and the command stack that makes their edits undoable",
5
5
  "license": "Apache-2.0",
6
6
  "type": "module",
@@ -27,11 +27,11 @@
27
27
  ],
28
28
  "sideEffects": false,
29
29
  "peerDependencies": {
30
- "@driftengine/core": "4.0.0",
31
- "@driftengine/editor": "4.0.0",
32
- "@driftengine/network": "4.0.0",
33
- "@driftengine/texture": "4.0.0",
34
- "@driftengine/ui2d": "4.0.0"
30
+ "@driftengine/core": "4.1.0",
31
+ "@driftengine/editor": "4.1.0",
32
+ "@driftengine/network": "4.1.0",
33
+ "@driftengine/texture": "4.1.0",
34
+ "@driftengine/ui2d": "4.1.0"
35
35
  },
36
36
  "author": "Drift Technologies",
37
37
  "repository": {
package/src/index.ts CHANGED
@@ -95,6 +95,7 @@ export {
95
95
  export type { FrameHistory, ProfilerRow, ProfilerView, ProfilerWorld } from './profiler.ts';
96
96
  export {
97
97
  createFrameHistory,
98
+ createGpuPassTimings,
98
99
  createProfilerView,
99
100
  formatMs,
100
101
  historyValues,
@@ -102,6 +103,7 @@ export {
102
103
  profilerPanel,
103
104
  profilerRows,
104
105
  pushFrame,
106
+ recordGpuSample,
105
107
  } from './profiler.ts';
106
108
 
107
109
  export type { NetworkReadout, NetworkView, NetworkWorld, RollbackHistory } from './network.ts';
@@ -113,3 +115,25 @@ export {
113
115
  pushRollback,
114
116
  rollbackValues,
115
117
  } from './network.ts';
118
+
119
+ /*
120
+ * What mounts the four panels over a running game, on a key.
121
+ *
122
+ * **The panels shipped in 4.0.0 with nothing to show them**, which is the gap this closes: every
123
+ * panel above builds a `UiNode` tree and stops there, and the dock, layout, painting and routing
124
+ * that turn a tree into something a person sees lived only in the editor application, which is
125
+ * private. A consumer wanting an in-game inspector had to write that half again, and the six
126
+ * writing it six times is the drift `AGENTS.md` opens by describing.
127
+ *
128
+ * `OverlayPainter` is four calls, so a host with a 2D context, a host drawing through a sprite
129
+ * pass and a host with no screen at all each satisfy it — which is the platform rule applied to
130
+ * drawing, and what keeps this testable with no graphics device anywhere near it.
131
+ */
132
+ export type {
133
+ OverlayPainter,
134
+ OverlaySite,
135
+ PanelBinding,
136
+ ToolsOverlay,
137
+ ToolsOverlayOptions,
138
+ } from './overlay.ts';
139
+ export { bindPanel, createToolsOverlay, paintOverlay } from './overlay.ts';
package/src/overlay.ts ADDED
@@ -0,0 +1,342 @@
1
+ /**
2
+ * The panels, on a key, over a running game.
3
+ *
4
+ * **The panels shipped without anything to mount them, and that was the gap.** `@driftengine/tools`
5
+ * exported an inspector, a console, a profiler and a network panel, each of which builds a `UiNode`
6
+ * tree and nothing more. What turned a tree into something a person could see lived in the editor
7
+ * application — a dock, a layout, a painter and the event routing — and that workspace is private
8
+ * and ships to nobody. So every consumer wanting an in-game inspector had to write that half again,
9
+ * and six of them writing it six times is the drift `AGENTS.md` opens by describing.
10
+ *
11
+ * **A column, not a dock.** The editor's dock splits, drags and persists because somebody arranges
12
+ * an editor and then keeps that arrangement. Nobody arranges a debug overlay: they press a key,
13
+ * read a number and press it again. So the panels stack down one edge in the order they were
14
+ * given, and what a dock would have bought is not bought.
15
+ *
16
+ * **The painter is supplied, never reached for.** Four calls — a rectangle, a line of text, a clip
17
+ * and its close — which is every operation `paintOverlay` makes. A host with a 2D context
18
+ * implements them in four lines, a host drawing through `@driftengine/ui2d`'s sprite pass
19
+ * implements them over a batch, and a host with no screen at all implements them into an array,
20
+ * which is what this module's own tests do. That is `AGENTS.md`'s platform rule applied to
21
+ * drawing: take the capability as a parameter, and let the consumer decide what it is.
22
+ *
23
+ * **Nothing here needs a graphics device**, which is the property that makes the whole of it
24
+ * testable. The geometry is arithmetic over a tree, the routing is arithmetic over rectangles, and
25
+ * the drawing is somebody else's four functions. An overlay that could only run against a live
26
+ * adapter is an overlay whose behaviour nobody can assert.
27
+ *
28
+ * **Hidden costs a frame nothing.** While it is closed, `frame` returns before it builds anything
29
+ * and `route` refuses every event but the one that opens it, so a game that never presses the key
30
+ * pays for a boolean.
31
+ */
32
+ import { createUiNode, layoutUiTree } from '@driftengine/ui2d';
33
+ import type { UiNode } from '@driftengine/ui2d';
34
+ import { createUndoStack, type Command, type UndoStack } from './command.ts';
35
+ import { createPanelRoot, type Panel, type UiEvent } from './panel.ts';
36
+
37
+ /**
38
+ * A panel with its world and its view already attached.
39
+ *
40
+ * **The generics are closed here rather than carried by the host.** `Panel<W, V>` is two type
41
+ * parameters per panel, and a host holding several at once cannot express them in one list without
42
+ * erasing to `unknown` and casting on the way out. Binding closes them where both types are known
43
+ * and hands back something with no parameters at all, so the host never casts and the panel keeps
44
+ * the signature that makes its own rules checkable.
45
+ */
46
+ export interface PanelBinding {
47
+ readonly id: string;
48
+ readonly title: string;
49
+ build(root: UiNode): void;
50
+ route(event: UiEvent): Command | null;
51
+ }
52
+
53
+ export function bindPanel<W, V>(
54
+ panel: Panel<W, V>,
55
+ world: () => Readonly<W>,
56
+ view: V,
57
+ ): PanelBinding {
58
+ return {
59
+ id: panel.id,
60
+ title: panel.title,
61
+ build: (root: UiNode): void => panel.build(world(), view, root),
62
+ route: (event: UiEvent): Command | null => panel.route(world(), view, event),
63
+ };
64
+ }
65
+
66
+ /** Where one panel came out. Read rather than recomputed, so a hit test cannot disagree with a draw. */
67
+ export interface OverlaySite {
68
+ readonly id: string;
69
+ readonly x: number;
70
+ readonly y: number;
71
+ readonly w: number;
72
+ readonly h: number;
73
+ }
74
+
75
+ /** What a host draws with. Colours are CSS, `#rrggbb` or `#rrggbbaa`. */
76
+ export interface OverlayPainter {
77
+ rect(x: number, y: number, w: number, h: number, colour: string): void;
78
+ /** Text on a baseline at `y`, twelve pixels tall. */
79
+ text(content: string, x: number, y: number, colour: string): void;
80
+ clip(x: number, y: number, w: number, h: number): void;
81
+ unclip(): void;
82
+ }
83
+
84
+ export interface ToolsOverlayOptions {
85
+ readonly panels: readonly PanelBinding[];
86
+ /** `KeyboardEvent.key` of the key that opens and closes it. Defaults to `F3`. */
87
+ readonly key?: string;
88
+ readonly side?: 'left' | 'right';
89
+ readonly width?: number;
90
+ readonly undoLimit?: number;
91
+ readonly visible?: boolean;
92
+ }
93
+
94
+ export interface ToolsOverlay {
95
+ /** The tree the whole overlay is in. One absolutely placed child per panel. */
96
+ readonly root: UiNode;
97
+ readonly undo: UndoStack;
98
+ readonly visible: boolean;
99
+ /** How many times the tree has been rebuilt and laid out. Read by tests, and by nothing else. */
100
+ readonly layoutCount: number;
101
+ sites(): readonly OverlaySite[];
102
+ setVisible(visible: boolean): void;
103
+ toggle(): void;
104
+ resize(width: number, height: number): void;
105
+ frame(now: number): void;
106
+ /** Deliver one event. True where the overlay took it, so a host knows not to pass it on. */
107
+ route(event: UiEvent): boolean;
108
+ /** Say the world changed, so the next frame rebuilds. A profiler calls this every frame. */
109
+ invalidate(): void;
110
+ dispose(): void;
111
+ }
112
+
113
+ const DEFAULT_WIDTH = 320;
114
+ const DEFAULT_KEY = 'F3';
115
+
116
+ export function createToolsOverlay(options: ToolsOverlayOptions): ToolsOverlay {
117
+ const root = createUiNode({ name: 'tools-overlay', width: 'grow', height: 'grow' });
118
+ const undo = createUndoStack(options.undoLimit ?? 100);
119
+ const key = options.key ?? DEFAULT_KEY;
120
+ const side = options.side ?? 'right';
121
+ const columnWidth = options.width ?? DEFAULT_WIDTH;
122
+
123
+ const panels = options.panels;
124
+ const roots = new Map<string, UiNode>();
125
+ /* Pooled and refilled: this is read every frame the overlay is open and must not allocate. */
126
+ const sites: OverlaySite[] = [];
127
+
128
+ let width = 0;
129
+ let height = 0;
130
+ let visible = options.visible ?? false;
131
+ let dirty = true;
132
+ let disposed = false;
133
+ let layoutCount = 0;
134
+ let focused: string | null = null;
135
+
136
+ const relayout = (): void => {
137
+ const x = side === 'left' ? 0 : Math.max(0, width - columnWidth);
138
+ const w = Math.min(columnWidth, width);
139
+ const each = panels.length === 0 ? 0 : Math.floor(height / panels.length);
140
+
141
+ root.absolute = true;
142
+ root.x = x;
143
+ root.y = 0;
144
+ root.width = w;
145
+ root.height = height;
146
+ root.children.length = 0;
147
+ sites.length = 0;
148
+
149
+ for (let at = 0; at < panels.length; at += 1) {
150
+ const panel = panels[at];
151
+ if (panel === undefined) continue;
152
+ /* The last panel takes the remainder, so a height that does not divide leaves no gap. */
153
+ const top = each * at;
154
+ const tall = at === panels.length - 1 ? height - top : each;
155
+
156
+ let panelRoot = roots.get(panel.id);
157
+ if (panelRoot === undefined) {
158
+ panelRoot = createPanelRoot(panel);
159
+ roots.set(panel.id, panelRoot);
160
+ }
161
+ panelRoot.absolute = true;
162
+ panelRoot.x = 0;
163
+ panelRoot.y = top;
164
+ panelRoot.width = w;
165
+ panelRoot.height = tall;
166
+ panel.build(panelRoot);
167
+ root.children.push(panelRoot);
168
+ sites.push({ id: panel.id, x: 0, y: top, w, h: tall });
169
+ }
170
+
171
+ layoutUiTree(root, x, 0, w, height);
172
+ layoutCount += 1;
173
+ dirty = false;
174
+ };
175
+
176
+ return {
177
+ root,
178
+ undo,
179
+ get visible(): boolean {
180
+ return visible;
181
+ },
182
+ get layoutCount(): number {
183
+ return layoutCount;
184
+ },
185
+
186
+ sites(): readonly OverlaySite[] {
187
+ if (visible && dirty) relayout();
188
+ return sites;
189
+ },
190
+
191
+ setVisible(next: boolean): void {
192
+ if (disposed || next === visible) return;
193
+ visible = next;
194
+ dirty = true;
195
+ },
196
+
197
+ toggle(): void {
198
+ this.setVisible(!visible);
199
+ },
200
+
201
+ resize(next: number, nextHeight: number): void {
202
+ if (disposed) return;
203
+ if (next === width && nextHeight === height) return;
204
+ width = next;
205
+ height = nextHeight;
206
+ dirty = true;
207
+ },
208
+
209
+ frame(_now: number): void {
210
+ if (disposed || !visible) return;
211
+ if (dirty) relayout();
212
+ },
213
+
214
+ route(event: UiEvent): boolean {
215
+ if (disposed) return false;
216
+ /*
217
+ * The key is answered whether the overlay is open or closed, and it is the only thing that
218
+ * is. A host that had to know which state it was in to decide whether to forward a press
219
+ * would be holding the same boolean twice.
220
+ */
221
+ if (event.kind === 'key' && event.key === key && !event.ctrl) {
222
+ visible = !visible;
223
+ dirty = true;
224
+ return true;
225
+ }
226
+ if (!visible) return false;
227
+
228
+ if (event.kind === 'key') {
229
+ if (event.ctrl && event.key === 'z') {
230
+ const moved = event.shift ? undo.redo() : undo.undo();
231
+ if (moved) dirty = true;
232
+ return moved;
233
+ }
234
+ if (event.ctrl && event.key === 'y') {
235
+ const moved = undo.redo();
236
+ if (moved) dirty = true;
237
+ return moved;
238
+ }
239
+ const target = panelWith(focused);
240
+ return target === null ? false : take(target.route(event));
241
+ }
242
+
243
+ if (dirty) relayout();
244
+ const site = siteAt(event.x, event.y);
245
+ if (site === null) return false;
246
+ if (event.kind === 'pointer' && event.phase === 'down') focused = site.id;
247
+ const panel = panelWith(site.id);
248
+ if (panel === null) return false;
249
+ /* In the panel's own space: a panel never learns where on screen it is. */
250
+ return take(panel.route(shift(event, -(root.rect.x + site.x), -site.y)));
251
+ },
252
+
253
+ invalidate(): void {
254
+ dirty = true;
255
+ },
256
+
257
+ dispose(): void {
258
+ if (disposed) return;
259
+ disposed = true;
260
+ visible = false;
261
+ undo.clear();
262
+ root.children.length = 0;
263
+ roots.clear();
264
+ sites.length = 0;
265
+ focused = null;
266
+ },
267
+ };
268
+
269
+ function panelWith(id: string | null): PanelBinding | null {
270
+ if (id === null) return null;
271
+ for (const panel of panels) if (panel.id === id) return panel;
272
+ return null;
273
+ }
274
+
275
+ function siteAt(x: number, y: number): OverlaySite | null {
276
+ const localX = x - root.rect.x;
277
+ if (localX < 0 || localX >= root.rect.w) return null;
278
+ for (const site of sites) {
279
+ if (y >= site.y && y < site.y + site.h) return site;
280
+ }
281
+ return null;
282
+ }
283
+
284
+ /*
285
+ * **`push` applies, so this must not.** `createUndoStack.push` calls `apply` on the way in — and
286
+ * on the merge path it says in so many words that an absorbed command has already been applied
287
+ * and must not be applied again. Applying here as well ran every panel edit twice, which the
288
+ * row panel's test saw as two rows added by one press and a real inspector would have shown as a
289
+ * field moved twice as far as the pointer.
290
+ */
291
+ function take(command: Command | null): boolean {
292
+ if (command === null) return false;
293
+ undo.push(command);
294
+ dirty = true;
295
+ return true;
296
+ }
297
+ }
298
+
299
+ /** The same event moved by a vector. Returns the event itself where there is nothing to move. */
300
+ function shift(event: UiEvent, dx: number, dy: number): UiEvent {
301
+ if (event.kind === 'pointer' || event.kind === 'wheel') {
302
+ return { ...event, x: event.x + dx, y: event.y + dy };
303
+ }
304
+ return event;
305
+ }
306
+
307
+ /**
308
+ * Draw the overlay, or draw nothing because it is closed.
309
+ *
310
+ * A free function rather than a method, so the overlay itself never holds a painter and a host may
311
+ * draw the same overlay into two surfaces — a screen and a capture — without either knowing.
312
+ */
313
+ export function paintOverlay(painter: OverlayPainter, overlay: ToolsOverlay): void {
314
+ if (!overlay.visible) return;
315
+ paintNode(painter, overlay.root);
316
+ }
317
+
318
+ /** Where a twelve-pixel line sits inside a row. Rows here are sixteen to eighteen pixels tall. */
319
+ const TEXT_BASELINE = 12;
320
+
321
+ function paintNode(painter: OverlayPainter, node: UiNode): void {
322
+ if (node.hidden) return;
323
+ const { x, y, w, h } = node.rect;
324
+ if (node.background !== null) painter.rect(x, y, w, h, cssColour(node.background));
325
+ if (node.text.length > 0) {
326
+ painter.text(node.text, x, y + TEXT_BASELINE, cssColour(node.tint));
327
+ }
328
+ if (node.children.length === 0) return;
329
+ if (node.clip) painter.clip(x, y, w, h);
330
+ for (const child of node.children) paintNode(painter, child);
331
+ if (node.clip) painter.unclip();
332
+ }
333
+
334
+ function cssColour(rgba: Float32Array | null): string {
335
+ if (rgba === null) return '#ffffff';
336
+ let out = '#';
337
+ for (let at = 0; at < 3; at += 1) {
338
+ const channel = Math.round(Math.min(1, Math.max(0, rgba[at] ?? 0)) * 255);
339
+ out += channel.toString(16).padStart(2, '0');
340
+ }
341
+ return out;
342
+ }
package/src/profiler.ts CHANGED
@@ -17,7 +17,17 @@
17
17
  */
18
18
  import { addUiChild, createUiNode } from '@driftengine/ui2d';
19
19
  import type { UiNode } from '@driftengine/ui2d';
20
- import { passLabel, passMs, type PassTimings } from '@driftengine/core';
20
+ import {
21
+ GPU_SLOTS,
22
+ createPassTimings,
23
+ passLabel,
24
+ passMs,
25
+ recordPassLabel,
26
+ recordPassSample,
27
+ resetPassTimings,
28
+ type GpuSample,
29
+ type PassTimings,
30
+ } from '@driftengine/core';
21
31
  import { residentCount, type ResidencyTable } from '@driftengine/texture';
22
32
  import type { Command } from './command.ts';
23
33
  import { createPanelRoot, emptyPanel, type Panel } from './panel.ts';
@@ -195,3 +205,44 @@ export const profilerPanel: Panel<ProfilerWorld, ProfilerView> = {
195
205
  return null;
196
206
  },
197
207
  };
208
+
209
+ /**
210
+ * A `PassTimings` labelled with the engine's own GPU brackets.
211
+ *
212
+ * **The engine fills no timings for anybody.** `PassTimings` is a container and
213
+ * `RendererApi.gpuTimer` is a source, and joining the two is the same twenty lines wherever it is
214
+ * written — the slots are `GPU_SLOTS` and never the game's, because a second backend measuring the
215
+ * same frame owes the same three numbers. So it is written here once rather than in every consumer
216
+ * that wants a frame readout, which is the argument that put the overlay in this package.
217
+ *
218
+ * Labelled and unsampled, so every row shows `—` until a frame resolves. That is the distinction
219
+ * `profilerRows` exists to keep: a bracket nothing has measured yet is not a bracket that ran in no
220
+ * time.
221
+ */
222
+ export function createGpuPassTimings(): PassTimings {
223
+ const timings = createPassTimings(GPU_SLOTS.length);
224
+ for (let slot = 0; slot < GPU_SLOTS.length; slot += 1) {
225
+ recordPassLabel(timings, slot, GPU_SLOTS[slot] ?? '');
226
+ }
227
+ return timings;
228
+ }
229
+
230
+ /**
231
+ * Write one resolved sample over the three rows.
232
+ *
233
+ * **It resets first, and the first draft did not.** `recordPassSample` accumulates on purpose,
234
+ * because a pass may be sampled several times in one frame — a shadow pass runs per cascade — and
235
+ * the row a reader wants is what that pass cost altogether. A `GpuSample` is the opposite: it is
236
+ * one resolved frame's three totals, already summed by the timer. Adding it to what was there left
237
+ * the rows climbing forever, which reads as a leak in whatever the game last changed rather than as
238
+ * a defect in the readout. `resetPassTimings` is how the engine's own frame starts, and the labels
239
+ * survive it, which is why the rows do not flicker.
240
+ *
241
+ * A caller wanting an average across frames has `FrameHistory` for it.
242
+ */
243
+ export function recordGpuSample(timings: PassTimings, sample: GpuSample): void {
244
+ resetPassTimings(timings);
245
+ recordPassSample(timings, 0, sample.shadows);
246
+ recordPassSample(timings, 1, sample.reflection);
247
+ recordPassSample(timings, 2, sample.rest);
248
+ }