@operato/property-panel 10.0.0-beta.66 → 10.0.0-beta.67
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +9 -0
- package/dist/src/property-panel/inspector/inspector-controller.d.ts +5 -1
- package/dist/src/property-panel/inspector/inspector-controller.js +16 -4
- package/dist/src/property-panel/inspector/inspector-controller.js.map +1 -1
- package/dist/tsconfig.tsbuildinfo +1 -1
- package/package.json +3 -3
package/CHANGELOG.md
CHANGED
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@@ -3,6 +3,15 @@
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All notable changes to this project will be documented in this file.
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See [Conventional Commits](https://conventionalcommits.org) for commit guidelines.
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## [10.0.0-beta.67](https://github.com/hatiolab/operato/compare/v10.0.0-beta.66...v10.0.0-beta.67) (2026-07-24)
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### :bug: Bug Fix
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* **property-panel:** 인스펙터 탭을 벗어나도 dim(포커스 필터) 유지 ([11e3f27](https://github.com/hatiolab/operato/commit/11e3f27e667d9538d2ce8006e9a7127a432b6741))
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## [10.0.0-beta.66](https://github.com/hatiolab/operato/compare/v10.0.0-beta.65...v10.0.0-beta.66) (2026-07-12)
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**Note:** Version bump only for package @operato/property-panel
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@@ -5,7 +5,11 @@ export declare class InspectorController {
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private _extendedMap;
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/** 타입 그룹 뷰의 펼침 상태 — 그룹 키(type)는 안정적이라 Set 으로 관리. 기본 전부 접힘. */
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private _expandedGroups;
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/**
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/**
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* 모델링 포커스 dim 처리된 그룹(타입) 집합.
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* scene 에 보존(scene._inspectorDimmedTypes)하여 인스펙터 탭을 벗어났다 돌아와도 유지된다.
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* (보드를 다시 열면 새 scene 이라 자연 초기화 — transient.) bind 에서 scene 것으로 재취득.
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*/
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private _dimmedTypes;
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/** shift+click 범위(볼륨) 선택의 기준점 — 마지막 단일/토글 클릭. */
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private _anchor?;
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@@ -4,7 +4,11 @@ export class InspectorController {
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this._extendedMap = new WeakMap();
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/** 타입 그룹 뷰의 펼침 상태 — 그룹 키(type)는 안정적이라 Set 으로 관리. 기본 전부 접힘. */
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this._expandedGroups = new Set();
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/**
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/**
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* 모델링 포커스 dim 처리된 그룹(타입) 집합.
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* scene 에 보존(scene._inspectorDimmedTypes)하여 인스펙터 탭을 벗어났다 돌아와도 유지된다.
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* (보드를 다시 열면 새 scene 이라 자연 초기화 — transient.) bind 에서 scene 것으로 재취득.
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*/
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this._dimmedTypes = new Set();
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this._invalidateAndRefresh = () => {
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this._index = undefined;
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this._onChange = onChange;
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this._index = undefined;
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if (scene && scene.root) {
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// dim 상태는 scene 에 보존 — 인스펙터 탭을 벗어났다 돌아와도(재마운트) 유지된다.
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const anyScene = scene;
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if (!anyScene._inspectorDimmedTypes)
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anyScene._inspectorDimmedTypes = new Set();
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this._dimmedTypes = anyScene._inspectorDimmedTypes;
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this._applyFocusFilter(); // 보존된 dim 을 캔버스에 재적용 (idempotent)
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scene.on('selected', this._refresh, this);
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scene.on('execute', this._invalidateAndRefresh, this);
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scene.on('undo', this._invalidateAndRefresh, this);
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unbind() {
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const scene = this._scene;
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if (scene) {
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// 포커스
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scene.focusFilter
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// dim(포커스 필터)은 편집 세션 동안 유지 — 인스펙터 탭을 벗어나도 해제하지 않는다.
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// scene.focusFilter 와 scene._inspectorDimmedTypes 는 그대로 두고, 이벤트 구독만 해제.
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// (보드를 다시 열면 새 scene 이라 자연 초기화된다.)
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scene.off('selected', undefined, this);
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scene.off('execute', undefined, this);
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scene.off('undo', undefined, this);
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this._scene = undefined;
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this._index = undefined;
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this._extendedMap = new WeakMap();
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// _dimmedTypes 는 scene 에 보존되므로 지우지 않는다. 로컬 참조만 분리(다음 bind 에서 재취득).
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this._dimmedTypes = new Set();
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}
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get scene() {
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return this._scene;
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@@ -1 +1 @@
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-
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* Copyright © HatioLab Inc. All rights reserved.\n *\n * Scene Inspector 컨트롤러.\n *\n * scene 과의 상호작용(구독·선택·가시성·확장 상태)과 모델 인덱스 캐시를 한 곳에 응집한다.\n * DOM 을 직접 다루지 않으며, 뷰 렌더러(트리/그룹)가 공유한다. 상태 변경 시 onChange 로\n * 호스트(LitElement)의 재렌더를 요청한다.\n */\nimport { Component, Container, Scene } from '@hatiolab/things-scene'\n\nimport { buildInspectorIndex, InspectorIndex, matchesQuery, SearchTerm } from './inspector-model.js'\n\nexport class InspectorController {\n private _scene?: Scene\n private _extendedMap = new WeakMap<Component, boolean>()\n /** 타입 그룹 뷰의 펼침 상태 — 그룹 키(type)는 안정적이라 Set 으로 관리. 기본 전부 접힘. */\n private _expandedGroups = new Set<string>()\n /** 모델링 포커스 dim 처리된 그룹(타입) 집합 — transient(비영속). */\n private _dimmedTypes = new Set<string>()\n /** shift+click 범위(볼륨) 선택의 기준점 — 마지막 단일/토글 클릭. */\n private _anchor?: Component\n private _index?: InspectorIndex\n private _onChange?: () => void\n\n /** scene 에 바인딩 — 이전 바인딩은 해제한다. onChange 는 재렌더 요청 콜백. */\n bind(scene: Scene | undefined, onChange: () => void): void {\n this.unbind()\n this._scene = scene\n this._onChange = onChange\n this._index = undefined\n\n if (scene && scene.root) {\n scene.on('selected', this._refresh, this)\n scene.on('execute', this._invalidateAndRefresh, this)\n scene.on('undo', this._invalidateAndRefresh, this)\n scene.on('redo', this._invalidateAndRefresh, this)\n this._refresh()\n }\n }\n\n unbind(): void {\n const scene = this._scene\n if (scene) {\n // 포커스 dim 은 transient — 인스펙터가 떠나면 캔버스 dim 해제.\n scene.focusFilter = undefined\n scene.off('selected', undefined, this)\n scene.off('execute', undefined, this)\n scene.off('undo', undefined, this)\n scene.off('redo', undefined, this)\n }\n this._scene = undefined\n this._index = undefined\n this._extendedMap = new WeakMap()\n this._dimmedTypes.clear()\n }\n\n get scene(): Scene | undefined {\n return this._scene\n }\n\n get selected(): Component[] {\n return this._scene?.selected || []\n }\n\n /** 캐시된 모델 인덱스 — 없으면 build. execute/undo/redo 시 무효화. */\n get index(): InspectorIndex | undefined {\n if (!this._scene?.root) return undefined\n if (!this._index) this._index = buildInspectorIndex(this._scene.root)\n return this._index\n }\n\n private _invalidateAndRefresh = (): void => {\n this._index = undefined\n this._refresh()\n }\n\n /** 선택된 컴포넌트의 조상을 펼치고 재렌더 요청. */\n private _refresh = (): void => {\n const selected = this._scene?.selected || []\n selected.forEach((component: Component) => {\n let parent = component.parent\n while (parent && !this._extendedMap.get(parent)) {\n this._extendedMap.set(parent, true)\n parent = parent.parent\n }\n })\n this._onChange?.()\n }\n\n isExtended(component: Component): boolean {\n return !!this._extendedMap.get(component)\n }\n\n toggleExtended(component: Component): void {\n if (this.isExtended(component)) {\n this._extendedMap.delete(component)\n } else {\n this._extendedMap.set(component, true)\n }\n this._onChange?.()\n }\n\n /** 트리 노드 핸들(펼침/접힘/공백) 클래스. */\n nodeHandleClass(component: Component): string {\n if (component.isContainer() && (component as Container).components.length > 0) {\n return this.isExtended(component) ? 'extended' : 'collapsed'\n }\n return 'collapsespace'\n }\n\n // ── 타입 그룹 뷰 확장 상태 ──\n\n isGroupExpanded(type: string): boolean {\n return this._expandedGroups.has(type)\n }\n\n toggleGroup(type: string): void {\n if (this._expandedGroups.has(type)) {\n this._expandedGroups.delete(type)\n } else {\n this._expandedGroups.add(type)\n }\n this._onChange?.()\n }\n\n /** 모든 그룹 접기 — \"그룹 레벨까지만 펼침\"(헤더만 표시). */\n collapseAllGroups(): void {\n if (this._expandedGroups.size === 0) return\n this._expandedGroups.clear()\n this._onChange?.()\n }\n\n /** 모든 그룹 펼치기. */\n expandAllGroups(types: string[]): void {\n types.forEach(t => this._expandedGroups.add(t))\n this._onChange?.()\n }\n\n // ── 모델링 포커스 dim (그룹 단위, transient) ──\n\n isTypeDimmed(type: string): boolean {\n return this._dimmedTypes.has(type)\n }\n\n /** 그룹(타입) dim-out 토글 → scene.focusFilter 재설정(편집 모드에서 캔버스 dim + pick 제외). */\n toggleTypeDim(type: string): void {\n if (this._dimmedTypes.has(type)) this._dimmedTypes.delete(type)\n else this._dimmedTypes.add(type)\n this._applyFocusFilter()\n this._onChange?.()\n }\n\n private _applyFocusFilter(): void {\n if (!this._scene) return\n if (this._dimmedTypes.size === 0) {\n this._scene.focusFilter = undefined\n } else {\n const dimmed = this._dimmedTypes\n // focus(정상) = dim 집합에 없는 타입. 불일치(=dim 그룹)만 캔버스에서 흐림 + pick 제외.\n this._scene.focusFilter = (component: Component) => !dimmed.has(component.state.type)\n }\n }\n\n // ── 그룹(타입) 단위 hidden 토글 (개별 hidden 의 집계 — dim 과 달리 영구 모델 속성) ──\n\n /** 그룹 전원이 hidden 이면 true(집계). 멤버/트리 eye 규약과 동일한 아이콘 판정에 사용. */\n isTypeHidden(type: string): boolean {\n const entries = this._index?.byType.get(type)\n return !!entries && entries.length > 0 && entries.every(e => !!e.component.get('hidden'))\n }\n\n /** 그룹(타입) hidden 토글 → 하나라도 보이면 전원 숨김, 전원 숨김이면 전원 표시. */\n toggleTypeHidden(type: string): void {\n const entries = this._index?.byType.get(type)\n if (!entries || entries.length === 0) return\n const target = !entries.every(e => !!e.component.get('hidden'))\n for (const e of entries) e.component.set('hidden', target)\n this._onChange?.()\n }\n\n /** 개별 컴포넌트 hidden(영구 모델 속성) 토글 — 기존 eye 동작. */\n toggleHidden(component: Component): void {\n component.set('hidden', !component.get('hidden'))\n this._onChange?.()\n }\n\n /** 개별 컴포넌트 locked(영구 모델 속성) 토글. */\n toggleLocked(component: Component): void {\n component.set('locked', !component.get('locked'))\n this._onChange?.()\n }\n\n /** 캔버스를 해당 컴포넌트로 센터 이동. */\n centerTo(component: Component): void {\n ;(this._scene as unknown as { centerTo?: (c: Component, animated?: boolean) => void })?.centerTo?.(component, true)\n }\n\n /** 선택 — append(ctrl/cmd) 시 토글식 다중 선택. anchor 를 갱신한다. */\n select(component: Component, append = false): void {\n const scene = this._scene\n if (!scene) return\n\n const selected = scene.selected\n if (append) {\n const idx = selected.findIndex((s: Component) => s === component)\n if (idx != -1) {\n selected.splice(idx, 1)\n scene.selected = [...selected]\n } else {\n scene.selected = [...selected, component]\n }\n } else {\n scene.selected = [component]\n }\n\n this._anchor = component\n this._decorate(component)\n this._onChange?.()\n }\n\n /**\n * shift+click 범위(볼륨) 선택 — anchor↔target 사이의 **보이는 트리 행**을 블록 선택한다.\n * target 이 이미 선택돼 있으면 그 범위를 블록 **해제**(additive/subtractive). anchor 는 유지.\n */\n selectRange(target: Component, terms: SearchTerm[]): void {\n const scene = this._scene\n if (!scene) return\n\n const order = this._visibleOrder(terms)\n const ti = order.indexOf(target)\n if (ti < 0) return\n\n const ai = this._anchor ? order.indexOf(this._anchor) : -1\n if (ai < 0) {\n // anchor 없음/보이지 않음 → 단일 토글로 폴백(+ anchor 설정)\n this.select(target, true)\n return\n }\n\n const [lo, hi] = ai <= ti ? [ai, ti] : [ti, ai]\n const range = order.slice(lo, hi + 1)\n const rangeSet = new Set(range)\n\n // target 이 이미 선택 상태면 블록 해제, 아니면 블록 선택.\n if (scene.selected.indexOf(target) > -1) {\n scene.selected = scene.selected.filter((c: Component) => !rangeSet.has(c))\n range.forEach(c => c.trigger('reactionreset'))\n } else {\n const cur = new Set(scene.selected)\n const next = [...scene.selected]\n range.forEach(c => {\n if (!cur.has(c)) next.push(c)\n this._decorate(c)\n })\n scene.selected = next\n }\n // anchor 는 유지 — 연속 shift+click 으로 범위 확장/축소.\n this._onChange?.()\n }\n\n /** 선택 강조. */\n private _decorate(component: Component): void {\n component.trigger('reactionreset')\n component.trigger('reaction')\n }\n\n /**\n * 현재 트리 뷰에 보이는 컴포넌트를 렌더 순서대로 반환 — 범위 선택의 기준.\n * renderNode 와 동일 규칙(shouldBeShown = 자신/자손 매치, isExtended 자식만 전개).\n */\n private _visibleOrder(terms: SearchTerm[]): Component[] {\n const root = this._scene?.root\n if (!root) return []\n\n const shown = (c: Component): boolean =>\n matchesQuery(c, terms) ||\n (c.isContainer() && (c as Container).components.some((child: Component) => shown(child)))\n\n const out: Component[] = []\n const walk = (c: Component) => {\n if (!shown(c)) return\n out.push(c)\n if (this.isExtended(c) && c.isContainer()) {\n for (const child of (c as Container).components) walk(child)\n }\n }\n walk(root)\n return out\n }\n}\n"]}
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* Copyright © HatioLab Inc. All rights reserved.\n *\n * Scene Inspector 컨트롤러.\n *\n * scene 과의 상호작용(구독·선택·가시성·확장 상태)과 모델 인덱스 캐시를 한 곳에 응집한다.\n * DOM 을 직접 다루지 않으며, 뷰 렌더러(트리/그룹)가 공유한다. 상태 변경 시 onChange 로\n * 호스트(LitElement)의 재렌더를 요청한다.\n */\nimport { Component, Container, Scene } from '@hatiolab/things-scene'\n\nimport { buildInspectorIndex, InspectorIndex, matchesQuery, SearchTerm } from './inspector-model.js'\n\nexport class InspectorController {\n private _scene?: Scene\n private _extendedMap = new WeakMap<Component, boolean>()\n /** 타입 그룹 뷰의 펼침 상태 — 그룹 키(type)는 안정적이라 Set 으로 관리. 기본 전부 접힘. */\n private _expandedGroups = new Set<string>()\n /**\n * 모델링 포커스 dim 처리된 그룹(타입) 집합.\n * scene 에 보존(scene._inspectorDimmedTypes)하여 인스펙터 탭을 벗어났다 돌아와도 유지된다.\n * (보드를 다시 열면 새 scene 이라 자연 초기화 — transient.) bind 에서 scene 것으로 재취득.\n */\n private _dimmedTypes = new Set<string>()\n /** shift+click 범위(볼륨) 선택의 기준점 — 마지막 단일/토글 클릭. */\n private _anchor?: Component\n private _index?: InspectorIndex\n private _onChange?: () => void\n\n /** scene 에 바인딩 — 이전 바인딩은 해제한다. onChange 는 재렌더 요청 콜백. */\n bind(scene: Scene | undefined, onChange: () => void): void {\n this.unbind()\n this._scene = scene\n this._onChange = onChange\n this._index = undefined\n\n if (scene && scene.root) {\n // dim 상태는 scene 에 보존 — 인스펙터 탭을 벗어났다 돌아와도(재마운트) 유지된다.\n const anyScene = scene as any\n if (!anyScene._inspectorDimmedTypes) anyScene._inspectorDimmedTypes = new Set<string>()\n this._dimmedTypes = anyScene._inspectorDimmedTypes\n this._applyFocusFilter() // 보존된 dim 을 캔버스에 재적용 (idempotent)\n\n scene.on('selected', this._refresh, this)\n scene.on('execute', this._invalidateAndRefresh, this)\n scene.on('undo', this._invalidateAndRefresh, this)\n scene.on('redo', this._invalidateAndRefresh, this)\n this._refresh()\n }\n }\n\n unbind(): void {\n const scene = this._scene\n if (scene) {\n // dim(포커스 필터)은 편집 세션 동안 유지 — 인스펙터 탭을 벗어나도 해제하지 않는다.\n // scene.focusFilter 와 scene._inspectorDimmedTypes 는 그대로 두고, 이벤트 구독만 해제.\n // (보드를 다시 열면 새 scene 이라 자연 초기화된다.)\n scene.off('selected', undefined, this)\n scene.off('execute', undefined, this)\n scene.off('undo', undefined, this)\n scene.off('redo', undefined, this)\n }\n this._scene = undefined\n this._index = undefined\n this._extendedMap = new WeakMap()\n // _dimmedTypes 는 scene 에 보존되므로 지우지 않는다. 로컬 참조만 분리(다음 bind 에서 재취득).\n this._dimmedTypes = new Set<string>()\n }\n\n get scene(): Scene | undefined {\n return this._scene\n }\n\n get selected(): Component[] {\n return this._scene?.selected || []\n }\n\n /** 캐시된 모델 인덱스 — 없으면 build. execute/undo/redo 시 무효화. */\n get index(): InspectorIndex | undefined {\n if (!this._scene?.root) return undefined\n if (!this._index) this._index = buildInspectorIndex(this._scene.root)\n return this._index\n }\n\n private _invalidateAndRefresh = (): void => {\n this._index = undefined\n this._refresh()\n }\n\n /** 선택된 컴포넌트의 조상을 펼치고 재렌더 요청. */\n private _refresh = (): void => {\n const selected = this._scene?.selected || []\n selected.forEach((component: Component) => {\n let parent = component.parent\n while (parent && !this._extendedMap.get(parent)) {\n this._extendedMap.set(parent, true)\n parent = parent.parent\n }\n })\n this._onChange?.()\n }\n\n isExtended(component: Component): boolean {\n return !!this._extendedMap.get(component)\n }\n\n toggleExtended(component: Component): void {\n if (this.isExtended(component)) {\n this._extendedMap.delete(component)\n } else {\n this._extendedMap.set(component, true)\n }\n this._onChange?.()\n }\n\n /** 트리 노드 핸들(펼침/접힘/공백) 클래스. */\n nodeHandleClass(component: Component): string {\n if (component.isContainer() && (component as Container).components.length > 0) {\n return this.isExtended(component) ? 'extended' : 'collapsed'\n }\n return 'collapsespace'\n }\n\n // ── 타입 그룹 뷰 확장 상태 ──\n\n isGroupExpanded(type: string): boolean {\n return this._expandedGroups.has(type)\n }\n\n toggleGroup(type: string): void {\n if (this._expandedGroups.has(type)) {\n this._expandedGroups.delete(type)\n } else {\n this._expandedGroups.add(type)\n }\n this._onChange?.()\n }\n\n /** 모든 그룹 접기 — \"그룹 레벨까지만 펼침\"(헤더만 표시). */\n collapseAllGroups(): void {\n if (this._expandedGroups.size === 0) return\n this._expandedGroups.clear()\n this._onChange?.()\n }\n\n /** 모든 그룹 펼치기. */\n expandAllGroups(types: string[]): void {\n types.forEach(t => this._expandedGroups.add(t))\n this._onChange?.()\n }\n\n // ── 모델링 포커스 dim (그룹 단위, transient) ──\n\n isTypeDimmed(type: string): boolean {\n return this._dimmedTypes.has(type)\n }\n\n /** 그룹(타입) dim-out 토글 → scene.focusFilter 재설정(편집 모드에서 캔버스 dim + pick 제외). */\n toggleTypeDim(type: string): void {\n if (this._dimmedTypes.has(type)) this._dimmedTypes.delete(type)\n else this._dimmedTypes.add(type)\n this._applyFocusFilter()\n this._onChange?.()\n }\n\n private _applyFocusFilter(): void {\n if (!this._scene) return\n if (this._dimmedTypes.size === 0) {\n this._scene.focusFilter = undefined\n } else {\n const dimmed = this._dimmedTypes\n // focus(정상) = dim 집합에 없는 타입. 불일치(=dim 그룹)만 캔버스에서 흐림 + pick 제외.\n this._scene.focusFilter = (component: Component) => !dimmed.has(component.state.type)\n }\n }\n\n // ── 그룹(타입) 단위 hidden 토글 (개별 hidden 의 집계 — dim 과 달리 영구 모델 속성) ──\n\n /** 그룹 전원이 hidden 이면 true(집계). 멤버/트리 eye 규약과 동일한 아이콘 판정에 사용. */\n isTypeHidden(type: string): boolean {\n const entries = this._index?.byType.get(type)\n return !!entries && entries.length > 0 && entries.every(e => !!e.component.get('hidden'))\n }\n\n /** 그룹(타입) hidden 토글 → 하나라도 보이면 전원 숨김, 전원 숨김이면 전원 표시. */\n toggleTypeHidden(type: string): void {\n const entries = this._index?.byType.get(type)\n if (!entries || entries.length === 0) return\n const target = !entries.every(e => !!e.component.get('hidden'))\n for (const e of entries) e.component.set('hidden', target)\n this._onChange?.()\n }\n\n /** 개별 컴포넌트 hidden(영구 모델 속성) 토글 — 기존 eye 동작. */\n toggleHidden(component: Component): void {\n component.set('hidden', !component.get('hidden'))\n this._onChange?.()\n }\n\n /** 개별 컴포넌트 locked(영구 모델 속성) 토글. */\n toggleLocked(component: Component): void {\n component.set('locked', !component.get('locked'))\n this._onChange?.()\n }\n\n /** 캔버스를 해당 컴포넌트로 센터 이동. */\n centerTo(component: Component): void {\n ;(this._scene as unknown as { centerTo?: (c: Component, animated?: boolean) => void })?.centerTo?.(component, true)\n }\n\n /** 선택 — append(ctrl/cmd) 시 토글식 다중 선택. anchor 를 갱신한다. */\n select(component: Component, append = false): void {\n const scene = this._scene\n if (!scene) return\n\n const selected = scene.selected\n if (append) {\n const idx = selected.findIndex((s: Component) => s === component)\n if (idx != -1) {\n selected.splice(idx, 1)\n scene.selected = [...selected]\n } else {\n scene.selected = [...selected, component]\n }\n } else {\n scene.selected = [component]\n }\n\n this._anchor = component\n this._decorate(component)\n this._onChange?.()\n }\n\n /**\n * shift+click 범위(볼륨) 선택 — anchor↔target 사이의 **보이는 트리 행**을 블록 선택한다.\n * target 이 이미 선택돼 있으면 그 범위를 블록 **해제**(additive/subtractive). anchor 는 유지.\n */\n selectRange(target: Component, terms: SearchTerm[]): void {\n const scene = this._scene\n if (!scene) return\n\n const order = this._visibleOrder(terms)\n const ti = order.indexOf(target)\n if (ti < 0) return\n\n const ai = this._anchor ? order.indexOf(this._anchor) : -1\n if (ai < 0) {\n // anchor 없음/보이지 않음 → 단일 토글로 폴백(+ anchor 설정)\n this.select(target, true)\n return\n }\n\n const [lo, hi] = ai <= ti ? [ai, ti] : [ti, ai]\n const range = order.slice(lo, hi + 1)\n const rangeSet = new Set(range)\n\n // target 이 이미 선택 상태면 블록 해제, 아니면 블록 선택.\n if (scene.selected.indexOf(target) > -1) {\n scene.selected = scene.selected.filter((c: Component) => !rangeSet.has(c))\n range.forEach(c => c.trigger('reactionreset'))\n } else {\n const cur = new Set(scene.selected)\n const next = [...scene.selected]\n range.forEach(c => {\n if (!cur.has(c)) next.push(c)\n this._decorate(c)\n })\n scene.selected = next\n }\n // anchor 는 유지 — 연속 shift+click 으로 범위 확장/축소.\n this._onChange?.()\n }\n\n /** 선택 강조. */\n private _decorate(component: Component): void {\n component.trigger('reactionreset')\n component.trigger('reaction')\n }\n\n /**\n * 현재 트리 뷰에 보이는 컴포넌트를 렌더 순서대로 반환 — 범위 선택의 기준.\n * renderNode 와 동일 규칙(shouldBeShown = 자신/자손 매치, isExtended 자식만 전개).\n */\n private _visibleOrder(terms: SearchTerm[]): Component[] {\n const root = this._scene?.root\n if (!root) return []\n\n const shown = (c: Component): boolean =>\n matchesQuery(c, terms) ||\n (c.isContainer() && (c as Container).components.some((child: Component) => shown(child)))\n\n const out: Component[] = []\n const walk = (c: Component) => {\n if (!shown(c)) return\n out.push(c)\n if (this.isExtended(c) && c.isContainer()) {\n for (const child of (c as Container).components) walk(child)\n }\n }\n walk(root)\n return out\n }\n}\n"]}
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