@grida/hud 0.1.0

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package/README.md ADDED
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+ # @grida/hud
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+
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+ The surface backend for the Grida editor viewport.
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+
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+ A self-contained, mathematically grounded HUD overlay: handles, selection chrome, hover, marquee, gesture state, hit-testing — all rendered to a single `<canvas>` from a pure-logic state machine. No DOM overlay, no `data-id` traversal, no per-element React reconciliation in the hot path.
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+
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+ ## What is the HUD?
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+
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+ The HUD is the non-content visual chrome drawn on top of the viewport: selection rectangles, resize handles, hover outlines, marquees, snap guides, measurement lines, pixel grids. Everything the operator sees that isn't part of the document itself.
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+
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+ In industry terms: Blender calls this "Overlays", Unity calls it "Gizmos", game engines call it "HUD". We use HUD.
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+
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+ ## Why a canvas-based surface
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+
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+ The DOM approach — positioned `<div>` handles, `data-grida-id` for hit-test, native dblclick — works until it doesn't. Concrete failures we hit before this package existed:
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+
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+ - **DOM identity is fragile.** Re-rendering the SVG tree on every state change destroys the live element mid-gesture; native dblclick (keyed by DOM identity) breaks and has to be re-implemented manually.
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+ - **Hit-test relies on attributes.** `data-grida-id` has to be applied and stripped around export; any path-rewrite invalidates the id index.
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+ - **State and events are hard to propagate.** Gesture, hover, modifier, selection state scatter across the surface and editor; each one re-renders the world.
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+ - **It does not scale across backends.** SVG-tied DOM overlays can't be reused by the cg/Rust editor.
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+
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+ The fix is to make the HUD a **pure-logic state machine + a canvas renderer**. The state machine takes raw pointer events, owns gesture/hover/modifiers, and emits `Intent`s to the host. The renderer draws a single `HUDDraw` per frame. Both layers are testable in isolation; neither layer touches the DOM.
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+
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+ ## Architecture
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+
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+ Three layers. One-directional dependency: **`primitives/` ← `event/` ← `surface/`**.
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+
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+ ```text
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+ ┌─────────────────────────────────────────────────┐
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+ │ Host (svg-editor, grida-canvas-react, …) │
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+ │ - Document, scene, selection │
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+ │ - Provides: pick, shapeOf, onIntent │
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+ │ - Pushes pointer events to surface │
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+ │ - Commits intents (history.preview, commands) │
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+ └───────────────────────┬─────────────────────────┘
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+
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+ ┌───────────────────────▼─────────────────────────┐
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+ │ surface/ — the wired class │
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+ │ - `Surface`: constructor wiring, lifecycle, │
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+ │ draw loop │
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+ │ - `chrome`: builds HUDDraw from state │
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+ └───────────┬───────────────────────┬─────────────┘
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+ │ │
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+ ┌───────────▼──────────┐ ┌──────────▼─────────────┐
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+ │ event/ │ │ primitives/ │
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+ │ the math core │ │ dumb render shapes │
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+ │ - Gesture state │ │ - HUDCanvas │
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+ │ - Hit-regions │ │ - HUDDraw primitives │
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+ │ - Click-tracker │ │ - Snap/measure/lasso │
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+ │ No canvas. No host. │ │ builders │
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+ │ No DOM. │ │ No state. No host. │
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+ └──────────────────────┘ └────────────────────────┘
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+ ```
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+
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+ The `event/` layer is the testable core. It dispatches plain objects, returns plain objects, has zero I/O. Every gesture transition, hit-region resolution, and click-tracker decision is a pure function over its inputs — runnable under vitest with no canvas, no DOM, no React.
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+
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+ ## Layer responsibilities
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+
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+ | Layer | Owns | Reads from | Writes to |
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+ | -------------------------- | ------------------------------------------------------------------------------ | ----------------------------- | ---------------------------------------------------------------- |
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+ | **`primitives/HUDCanvas`** | Canvas2D context, DPR, transform, drawing of `HUDDraw` primitives | — | Canvas |
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+ | **`event/`** | Gesture, hover, modifiers, cursor, click-tracker, hit-regions, intent builders | — | Returns next state + intents from `dispatch(state, event, deps)` |
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+ | **`surface/Surface`** | Current `SurfaceState`, the underlying `HUDCanvas`, host providers, draw loop | Host providers, surface state | Calls `onIntent`; calls `HUDCanvas.draw` |
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+ | **Host** | Document, scene, selection, history | Surface state introspection | Pushes pointer events; pushes selection mirror; commits intents |
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+
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+ ### What the surface deliberately does NOT own
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+
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+ - **Selection.** Host owns; surface holds a read-only mirror via `setSelection(ids)`. Surface emits `select` / `deselect` / `toggle` intents; host commits.
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+ - **Document / scene.** Surface never reads node data directly. Only callbacks: `pick(point) → NodeId | null`, `shapeOf(id) → SelectionShape | null`.
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+ - **History.** Host wraps commits with `history.preview` per its own logic. Intents carry `phase: "preview" | "commit"` so the host knows when to wrap.
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+ - **`<style>` resolution, defs, paint, anything SVG-specific.** Out of scope.
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+
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+ ### What the surface owns because nothing else needs it
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+
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+ Gesture state machine, hover indicator, modifier snapshot, cursor, click-tracker (dblclick). These have no representation outside the surface; making them surface-private is the single-source-of-truth rule.
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+
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+ ## Public API
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+
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+ ```ts
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+ import { Surface, HUDCanvas, type HUDDraw, type HUDStyle } from "@grida/hud";
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+
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+ const surface = new Surface(canvasElement, {
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+ // required wiring
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+ pick: (point_doc) => editor.hitTest(point_doc), // (point) => NodeId | null
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+ shapeOf: (id) => editor.shapeOf(id), // (id) => SelectionShape | null
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+ onIntent: (intent) => editor.commitIntent(intent), // surface → host
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+
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+ // optional config
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+ style: { chromeColor: "#2563eb", handleSize: 8 },
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+ readonly: false,
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+ });
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+
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+ // Lifecycle
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+ surface.setSize(w, h);
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+ surface.setTransform(t); // camera (screen ↔ doc)
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+ surface.setSelection(ids); // read-only mirror from host
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+ surface.setStyle(partial);
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+ surface.setReadonly(v);
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+ surface.dispose();
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+
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+ // Input
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+ const response = surface.dispatch(event);
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+ // response: { needsRedraw, cursorChanged, hoverChanged }
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+ // (intents are pushed via onIntent, not returned here)
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+
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+ // Frame
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+ surface.draw(extra?); // merges surface chrome + host extras, one canvas draw
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+
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+ // Read-only introspection
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+ surface.gesture(): SurfaceGesture;
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+ surface.hover(): NodeId | null;
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+ surface.cursor(): CursorIcon;
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+ ```
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+
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+ ### Event types
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+
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+ ```ts
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+ type SurfaceEvent =
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+ | { kind: "pointer_move"; x: number; y: number; mods: Modifiers }
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+ | {
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+ kind: "pointer_down";
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+ x: number;
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+ y: number;
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+ button: PointerButton;
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+ mods: Modifiers;
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+ }
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+ | {
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+ kind: "pointer_up";
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+ x: number;
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+ y: number;
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+ button: PointerButton;
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+ mods: Modifiers;
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+ }
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+ | { kind: "modifiers"; mods: Modifiers }
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+ | {
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+ kind: "wheel";
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+ x: number;
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+ y: number;
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+ dx: number;
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+ dy: number;
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+ mods: Modifiers;
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+ }
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+ | { kind: "key"; phase: "down" | "up"; code: string; mods: Modifiers };
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+
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+ type Modifiers = { shift: boolean; alt: boolean; meta: boolean; ctrl: boolean };
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+ type PointerButton = "primary" | "secondary" | "middle";
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+ ```
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+
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+ All `SurfaceEvent` coordinates are **screen-space CSS pixels relative to the canvas**. The surface owns the camera and converts internally.
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+
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+ ### Gesture state
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+
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+ ```ts
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+ type SurfaceGesture =
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+ | { kind: "idle" }
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+ | { kind: "pan"; dx: number; dy: number }
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+ | { kind: "marquee"; rect: Rect } // screen-space
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+ | { kind: "translate"; ids: NodeId[]; dx: number; dy: number }
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+ | { kind: "resize"; id: NodeId; anchor: ResizeDirection; rect: Rect }
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+ | { kind: "rotate"; id: NodeId; corner: RotationCorner; angle: number };
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+ ```
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+
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+ ### Intents
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+
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+ The surface emits `Intent`s through `onIntent`. The host commits — wrapping in `history.preview`, dispatching commands, whatever. The surface itself doesn't mutate the document.
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+
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+ ```ts
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+ type Intent =
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+ | { kind: "select"; ids: NodeId[]; mode: "replace" | "add" | "toggle" }
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+ | { kind: "deselect_all" }
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+ | { kind: "translate"; ids: NodeId[]; dx: number; dy: number; phase: Phase }
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+ | {
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+ kind: "resize";
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+ id: NodeId;
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+ anchor: ResizeDirection;
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+ rect: Rect;
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+ phase: Phase;
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+ }
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+ | { kind: "rotate"; id: NodeId; angle: number; phase: Phase }
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+ | { kind: "enter_content_edit"; id: NodeId }
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+ | { kind: "cancel_gesture" };
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+
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+ type Phase = "preview" | "commit";
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+ ```
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+
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+ **Why `phase` matters.** During a drag, the surface emits `phase: "preview"` on every frame; on pointer-up, one final `phase: "commit"`. The host wraps `preview` intents in `history.preview()` (apply + revert) and finalizes on `commit`. This removes guesswork from the host — gesture state is not part of the intent contract.
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+
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+ ### React API
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+
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+ A single hook. No provider, no context.
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+
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+ ```tsx
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+ import { useHUDSurface } from "@grida/hud/react";
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+
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+ function Viewport() {
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+ const canvasRef = useRef<HTMLCanvasElement>(null);
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+ const surface = useHUDSurface(canvasRef, {
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+ pick,
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+ shapeOf,
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+ onIntent,
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+ style,
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+ });
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+ // surface is the imperative instance — same as `new Surface(...)`
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+ // wire pointer events as the host wants
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+ return <canvas ref={canvasRef} />;
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+ }
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+ ```
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+
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+ ## Selection intent
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+
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+ The full classification table — every named scenario at pointer-down, what
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+ commits when, and why DOM event order can't express it cleanly — is an
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+ **implementation-agnostic working-group spec**, alongside its UX-narrative
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+ sibling:
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+
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+ - Formal classifier: https://grida.co/docs/wg/feat-editor/ux-surface/selection-intent
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+ - UX-narrative test cases: https://grida.co/docs/wg/feat-editor/ux-surface/selection
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+
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+ This package's implementation:
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+
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+ - [`event/decision.ts`](./event/decision.ts) — `Scenario` enum + `classifyScenario` +
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+ dispatch.
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+ - [`__tests__/decision.test.ts`](./__tests__/decision.test.ts) — one test
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+ per named scenario.
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+
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+ Skim the spec before changing the classifier or its dispatch.
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+
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+ ## Coordinate model
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+
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+ - All `SurfaceEvent` points are **screen-space** (CSS px relative to the canvas).
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+ - `setTransform(t)` is the camera — one matrix, screen ↔ doc.
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+ - Hit-test happens in two tiers on `pointer_down`:
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+ 1. **UI layer (screen-space AABB)** — surface's own `HitRegions` registry, populated by chrome builder each frame. Resize handle? Rotation handle? Body region (translate)? Direct path; no host involvement.
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+ 2. **Scene layer (doc-space point)** — if no UI hit, surface converts the point screen→doc and calls `pick(point_doc)`. Host implements this with whatever it has (`elementFromPoint`+`data-id` for SVG-DOM hosts, scene-cache R-tree for cg).
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+ - `shapeOf(id)` returns a **doc-space** `SelectionShape` (`{ kind: "rect", rect }` for most nodes, `{ kind: "line", p1, p2 }` for vector lines). Surface converts to screen for handle placement and screen-space chrome.
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+
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+ Handles are always drawn at a fixed screen-space size regardless of zoom. The primitive layer supports this via `HUDScreenRect` (see below).
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+
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+ ## Render path (one draw per frame)
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+
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+ 1. **Surface builds its own `HUDDraw`** from `SurfaceState` + `shapeOf`:
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+ - hover outline (if `hover()` set)
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+ - selection outline (from selection mirror)
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+ - marquee rect (if active gesture is `marquee`)
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+ - resize / rotate handles (screen-space)
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+ - size meter pill (selection bounds W×H)
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+ 2. **Host extras merge in** if `draw(extra)` was called with a host-fed `HUDDraw` (snap guides, measurement, custom widgets).
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+ 3. **One call to `HUDCanvas.draw(merged)`** — clears the canvas and renders everything immediately.
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+
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+ Layer order within a frame (back-to-front):
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+
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+ 1. Hover outline
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+ 2. Selection outline
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+ 3. Marquee rect
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+ 4. Resize/rotate handles
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+ 5. Size meter pill
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+ 6. Host-fed extras (always on top)
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+
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+ ## Primitives — what `HUDCanvas` can draw
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+
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+ | Primitive | Coordinate space | Used by |
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+ | --------------- | ------------------------------------------------------ | --------------------------------------------- |
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+ | `HUDLine` | doc-space (segment), optional label in screen-space | snap lines, measurement, spacing |
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+ | `HUDRule` | doc-space offset, full-viewport extent in screen-space | guide snapping, ruler |
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+ | `HUDRect` | doc-space | selection outline, marquee in doc-space hosts |
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+ | `HUDPolyline` | doc-space | lasso, complex selections |
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+ | `HUDScreenRect` | screen-space size at doc-space anchor | resize/rotate handles |
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+ | Crosshair point | screen-space | snap hit indicators |
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+ | Label pill | screen-space at doc-space anchor | size meters, snap gap labels |
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+
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+ `HUDDraw` is a plain command struct grouping these. Builders (`snapGuideToHUDDraw`, `measurementToHUDDraw`, …) take host state and return a `HUDDraw` — the surface uses the same mechanism internally for its chrome.
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+
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+ ## Module layout
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+
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+ ```
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+ packages/grida-canvas-hud/
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+ ├── README.md
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+ ├── index.ts # Surface, HUDCanvas, public types
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+ ├── react.tsx # useHUDSurface hook
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+ ├── primitives/ # UI — dumb render shapes
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+ │ ├── canvas.ts # HUDCanvas
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+ │ ├── types.ts # HUDDraw, HUDLine, HUDRect, HUDPolyline, HUDRule, HUDScreenRect
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+ │ ├── snap-guide.ts # HUDDraw builder
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+ │ ├── measurement-guide.ts # HUDDraw builder
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+ │ ├── marquee.ts # legacy HUDDraw builder (surface emits its own marquee)
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+ │ └── lasso.ts # HUDDraw builder
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+ ├── event/ # the math core
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+ │ ├── event.ts # SurfaceEvent, Modifiers, PointerButton
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+ │ ├── gesture.ts # SurfaceGesture + transitions
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+ │ ├── hit-regions.ts # screen-space AABB region registry
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+ │ ├── handles.ts # 8 resize + 4 rotate geometry & hit-test
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+ │ ├── click-tracker.ts # dblclick / multi-click detection
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+ │ ├── cursor.ts # CursorIcon, ResizeDirection, RotationCorner
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+ │ ├── intent.ts # Intent types + builders
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+ │ ├── transform.ts # screen ↔ doc helpers
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+ │ └── state.ts # SurfaceState — pure dispatch entry
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+ └── surface/ # the wired class
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+ ├── surface.ts # Surface class
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+ ├── chrome.ts # builds HUDDraw from SurfaceState + shapeOf
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+ └── style.ts # HUDStyle defaults + merge
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+ ```
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+
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+ ## Naming conventions
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+
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+ - File names are **kebab-case `.ts`** throughout.
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+ - Inside files, **snake_case is acceptable** for non-filename identifiers.
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+ - Public method names on `Surface` and `HUDCanvas` are **camelCase** (`setSize`, `setTransform`, `setSelection`) — matches the existing primitive renderer API.
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+ - The top-level class is **`Surface`**, not `HUDSurface`. The package name already says "hud".
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+
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+ ## Testing
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+
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+ `packages/grida-canvas-hud/__tests__/` runs under vitest. No DOM, no canvas mock — the `event/` layer is pure.
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+
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+ | File | Tests |
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+ | ----------------------- | ------------------------------------------------------------------------------------------------- |
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+ | `transform.test.ts` | screen ↔ doc across translate, scale, DPR |
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+ | `hit-regions.test.ts` | topmost wins, reverse iteration, clear/empty, AABB containment |
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+ | `handles.test.ts` | 8 resize + 4 rotate positions; screen-space hit-test; visibility threshold |
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+ | `click-tracker.test.ts` | single vs double within window; position threshold; multi-button isolation |
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+ | `gesture.test.ts` | legal transitions (idle↔translate/resize/marquee/cancel; deferred selection) |
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+ | `state.test.ts` | dispatch sequences: click selects, drag-empty marquees, drag-handle resizes, drag-node translates |
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+ | `intent.test.ts` | intent stream + `phase` correctness across a full drag (preview\*N → commit) |
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+ | `chrome.test.ts` | given state + bounds, assert resulting `HUDDraw` shape — primitive counts and coords |
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+
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+ Render output (visual canvas correctness) is verified in the browser, not unit-tested.
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+
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+ ## Anti-goals
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+
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+ - **Not a renderer.** `primitives/HUDCanvas` is intentionally minimal Canvas2D. Skia / WebGL backends are not in scope.
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+ - **Not a scene graph.** Surface never reads node data — only via `pick` / `shapeOf`.
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+ - **Not a host of plugins.** No widget registry. Custom HUD elements go through host-fed `HUDDraw` extras.
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+ - **Not undo-aware.** Intents carry `phase`; host owns undo.
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+ - **Not a selection store.** Host owns selection; surface mirrors.
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+ - **Not SVG-aware.** No `data-id`, no DOM IR, no `<style>` resolution.
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+
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+ ## Adoption
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+
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+ v1 ships against [`@grida/svg-editor`](../grida-svg-editor/). The svg-editor's `dom.ts` is rewritten as a thin adapter: SVG content on the bottom layer, a `<canvas>` HUD on top, pointer events forwarded to `surface.dispatch`, intents flowing back via `editor.commitIntent`. Selection chrome, handles, and gesture state move out of `dom.ts` entirely.
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+
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+ Main-editor migration (`editor/grida-canvas-react/viewport/ui/*`) is tracked separately. The host contract is the same; the only difference is the `pick` implementation (scene-cache R-tree instead of `elementFromPoint`+`data-id`).