@things-factory/figure-ui 10.1.204 → 10.1.205
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/client/modeller/canvas.ts +91 -9
- package/client/modeller/editor-styles.ts +7 -22
- package/client/modeller/editor.ts +176 -145
- package/client/modeller/fasten-form.ts +85 -6
- package/client/modeller/figure-fasten-dialog.ts +42 -9
- package/client/modeller/figure-fasten-drawing.ts +233 -12
- package/client/modeller/figure-section-editor.ts +6 -6
- package/client/modeller/figure-slot-layout-panel.ts +1 -1
- package/client/modeller/gizmo.ts +12 -1
- package/client/modeller/links.ts +48 -6
- package/client/modeller/section-drawing.ts +7 -7
- package/client/modeller/size-drag.ts +112 -0
- package/client/modeller/slot-layout-host.ts +3 -3
- package/client/modeller/stage-model.ts +6 -9
- package/client/pages/figure-modeller-page.ts +1 -4
- package/dist-client/modeller/canvas.d.ts +24 -3
- package/dist-client/modeller/canvas.js +96 -11
- package/dist-client/modeller/canvas.js.map +1 -1
- package/dist-client/modeller/editor-styles.js +7 -22
- package/dist-client/modeller/editor-styles.js.map +1 -1
- package/dist-client/modeller/editor.d.ts +28 -32
- package/dist-client/modeller/editor.js +176 -153
- package/dist-client/modeller/editor.js.map +1 -1
- package/dist-client/modeller/fasten-form.d.ts +36 -3
- package/dist-client/modeller/fasten-form.js +80 -5
- package/dist-client/modeller/fasten-form.js.map +1 -1
- package/dist-client/modeller/figure-fasten-dialog.d.ts +17 -3
- package/dist-client/modeller/figure-fasten-dialog.js +47 -10
- package/dist-client/modeller/figure-fasten-dialog.js.map +1 -1
- package/dist-client/modeller/figure-fasten-drawing.d.ts +33 -1
- package/dist-client/modeller/figure-fasten-drawing.js +235 -11
- package/dist-client/modeller/figure-fasten-drawing.js.map +1 -1
- package/dist-client/modeller/figure-section-editor.d.ts +3 -3
- package/dist-client/modeller/figure-section-editor.js +4 -4
- package/dist-client/modeller/figure-section-editor.js.map +1 -1
- package/dist-client/modeller/figure-slot-layout-panel.js +1 -1
- package/dist-client/modeller/figure-slot-layout-panel.js.map +1 -1
- package/dist-client/modeller/gizmo.d.ts +12 -1
- package/dist-client/modeller/gizmo.js +8 -0
- package/dist-client/modeller/gizmo.js.map +1 -1
- package/dist-client/modeller/links.d.ts +14 -2
- package/dist-client/modeller/links.js +42 -4
- package/dist-client/modeller/links.js.map +1 -1
- package/dist-client/modeller/section-drawing.d.ts +3 -4
- package/dist-client/modeller/section-drawing.js +10 -9
- package/dist-client/modeller/section-drawing.js.map +1 -1
- package/dist-client/modeller/size-drag.d.ts +38 -0
- package/dist-client/modeller/size-drag.js +85 -0
- package/dist-client/modeller/size-drag.js.map +1 -0
- package/dist-client/modeller/slot-layout-host.d.ts +1 -3
- package/dist-client/modeller/slot-layout-host.js +3 -3
- package/dist-client/modeller/slot-layout-host.js.map +1 -1
- package/dist-client/modeller/stage-model.d.ts +5 -7
- package/dist-client/modeller/stage-model.js +6 -6
- package/dist-client/modeller/stage-model.js.map +1 -1
- package/dist-client/pages/figure-modeller-page.d.ts +0 -2
- package/dist-client/pages/figure-modeller-page.js +1 -6
- package/dist-client/pages/figure-modeller-page.js.map +1 -1
- package/dist-client/tsconfig.tsbuildinfo +1 -1
- package/dist-server/tsconfig.tsbuildinfo +1 -1
- package/package.json +7 -7
- package/test/align.test.ts +7 -11
- package/test/browser/acceptance-page.js +10 -0
- package/test/browser/editing.check.mjs +17 -13
- package/test/browser/links-page.js +2 -2
- package/test/browser/links.check.mjs +94 -56
- package/test/browser/modeller-page.js +30 -18
- package/test/browser/modeller-revision.check.mjs +39 -0
- package/test/browser/modeller.check.mjs +32 -10
- package/test/browser/screen-page.js +0 -2
- package/test/browser/screen.check.mjs +11 -13
- package/test/browser/section.check.mjs +2 -2
- package/test/fasten-form.test.ts +62 -1
- package/test/gizmo.test.ts +13 -15
- package/test/links.test.ts +8 -3
- package/test/resize-with-placement.test.ts +14 -13
- package/test/revision.test.ts +3 -2
- package/test/section-editor.test.ts +9 -10
- package/test/size-drag.test.ts +114 -0
- package/test/slot-layout-host.test.ts +13 -8
- package/translations/en.json +25 -22
- package/translations/es.json +25 -22
- package/translations/ja.json +25 -22
- package/translations/ko.json +25 -22
- package/translations/ms.json +25 -22
- package/translations/zh.json +25 -22
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@@ -19,11 +19,15 @@ let FigureCanvas = class FigureCanvas extends LitElement {
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super(...arguments);
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this.parts = [];
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this.palette = {};
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-
/** The face a size drag keeps, per part (figure-model's `figureScaleAnchorOf`), so the drag shows what is written. */
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this.anchors = {};
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/** Which figure is open. Another one stands the board up again. */
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this.context = '';
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this.selected = '';
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/**
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* The fastening window is open (ADR-0140 stage 4): a part pressed is aimed at, not chosen -- told out as `part-aimed`
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* with where the press landed (the scene's `pickedAt`: the point and the drawn triangle's outward normal, in the
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* figure's frame), and the part being fastened stays chosen.
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*/
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this.aiming = false;
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/** What the gizmo may write for the selected part; a change beyond it is not applied and the part springs back. */
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this.reach = { translate: false, rotate: false, scale: false };
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this.view = DEFAULT_VIEW;
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@@ -45,11 +49,19 @@ let FigureCanvas = class FigureCanvas extends LitElement {
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this.marks = [];
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/** Set while this canvas writes to components, so the scene's echo of it is not taken for a drag. */
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this.writing = false;
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/**
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* A part's component state, kept for the part object it was made from while the palette and the board are the same: a
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* size drag redraws the board every frame, and only the parts the frame moved are new objects (ADR-0140 4.4).
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*/
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this.made = new WeakMap();
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/** Components the gizmo changed since the last commit, by part name. */
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this.pending = new Map();
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/** The handle each size drag held, by part name, from the scene's `scaleGrab` -- told with the release. */
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this.grabs = new Map();
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this.pointerDown = false;
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this.onPointerDown = () => {
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this.pointerDown = true;
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this.atPress = new Map(this.parts.map(p => [p.id, p]));
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};
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this.onPointerUp = () => {
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if (!this.pointerDown)
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@@ -94,7 +106,7 @@ let FigureCanvas = class FigureCanvas extends LitElement {
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updated(changed) {
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if (!this.hasUpdated)
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return;
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if (['parts', 'palette', 'context', 'fan', '
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if (['parts', 'palette', 'context', 'fan', 'ghost', 'highlight', 'marks'].some(key => changed.has(key)))
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this.standUp();
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if (changed.has('view'))
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this.applyView();
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@@ -201,8 +213,15 @@ let FigureCanvas = class FigureCanvas extends LitElement {
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this.dispatchEvent(new CustomEvent('render-error', { detail: error, bubbles: true, composed: true }));
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}
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}
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componentFor(part) {
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if (this.madeFor?.[0] !== this.palette || this.madeFor?.[1] !== this.board)
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(this.made = new WeakMap()), (this.madeFor = [this.palette, this.board]);
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if (!this.made.has(part))
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this.made.set(part, componentOf(part, this.palette, this.board, true));
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return this.made.get(part);
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}
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components() {
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const parts = this.parts.map(part =>
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const parts = this.parts.map(part => this.componentFor(part)).filter((c) => !!c);
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/* The fan in the accent colour, translucent; `capturable: false` keeps clicks, the marquee and the gizmo off it. */
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const fan = this.fan ? componentOf(this.fan, { ...this.palette, [JOINT_FAN]: this.palette['palette.accent'] ?? FAN_COLOUR }, this.board) : null;
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const accent = this.palette['palette.accent'] ?? FAN_COLOUR;
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@@ -253,7 +272,15 @@ let FigureCanvas = class FigureCanvas extends LitElement {
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const found = standing.get(name);
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if (found) {
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const diff = changedKeys(found.state, state);
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-
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/*
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A part whose size is being dragged keeps the size the gizmo gives it: what is drawn does not go back into what the
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gizmo measures (ADR-0140 4.4). Written back, a size the frame could not change (one that follows the figure) put
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the part back to its old size, and the release wrote nothing.
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*/
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if (diff && this.pointerDown && this.grabs.has(name))
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for (const key of ['width', 'depth', 'height'])
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delete diff[key];
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if (diff && Object.keys(diff).length)
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found.set(diff);
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continue;
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}
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@@ -281,11 +308,35 @@ let FigureCanvas = class FigureCanvas extends LitElement {
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*/
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if (!this.isConnected)
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return;
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/*
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While aiming, a press is told by the click (below); the part being fastened is chosen again once the scene has
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done with the pick -- put back while the scene was still telling it, the selection read right but the outline
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stayed on the part pressed (:3300, 2026-10-20).
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*/
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if (this.aiming) {
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setTimeout(() => this.showSelected());
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return;
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}
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const name = after?.[0]?.state?.name;
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const id = typeof name === 'string' ? name : '';
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if (ownerOf(id) !== this.selected)
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this.dispatchEvent(new CustomEvent('part-selected', { detail: id, bubbles: true, composed: true }));
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});
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/*
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A press while aiming: the part pressed -- the one being fastened too, which changes no selection and so is told by
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no `selected` -- with where it landed (`pickedAt`, filled before the click is told). It comes up to the board
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with the component in the last argument's `origin`, as a change does.
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*/
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layer.on?.('click', (...args) => {
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if (!this.aiming || !this.isConnected)
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return;
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const origin = args[args.length - 1]?.origin;
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const id = origin?.state?.name;
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if (typeof id !== 'string' || !id)
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return;
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const at = origin?.realObject?.pickedAt;
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this.dispatchEvent(new CustomEvent('part-aimed', { detail: { id, ...(at ? { point: at.point, normal: at.normal } : {}) }, bubbles: true, composed: true }));
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});
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/*
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A change comes up to the board with the component in the last argument's `origin` (the scene appends
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{ origin, name, deliverer } as it bubbles). Reading the first argument as the component does nothing.
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if (typeof name !== 'string' || !this.parts.some(p => p.id === name))
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return;
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this.pending.set(name, origin);
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/* A size drag: the scene tells the handle held; figure-model draws each frame from it (ADR-0140 4.4). */
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const grab = origin.state?.scaleGrab;
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if (this.pointerDown && grab) {
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this.grabs.set(name, { ...grab });
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this.sizingSoon(name);
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}
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if (!this.pointerDown)
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this.commitSoon(80);
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});
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window.addEventListener('pointerup', this.onPointerUp, true);
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window.addEventListener('pointercancel', this.onPointerUp, true);
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}
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/** Once an animation frame: where a size drag stands, told so the editor draws figure-model's result for it. */
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sizingSoon(name) {
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if (this.sizingFrame !== undefined)
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return;
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this.sizingFrame = requestAnimationFrame(() => {
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this.sizingFrame = undefined;
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const part = this.pressedPart(name);
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const component = this.pending.get(name);
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if (!part || !component || !this.board || !this.pointerDown)
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return;
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const result = { ...gizmoResultOf(part, component.state, this.board), grab: this.grabs.get(name) };
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if (result.scale)
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this.dispatchEvent(new CustomEvent('part-sizing', { detail: { id: part.id, result }, bubbles: true, composed: true }));
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});
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}
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pressedPart(name) {
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return this.atPress?.get(name) ?? this.parts.find(p => p.id === name);
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}
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commitSoon(delay) {
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clearTimeout(this.commitTimer);
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this.commitTimer = setTimeout(() => this.commit(), delay);
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return;
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const changed = [...this.pending];
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this.pending.clear();
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cancelAnimationFrame(this.sizingFrame);
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this.sizingFrame = undefined;
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for (const [name, component] of changed) {
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const part = this.
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const part = this.pressedPart(name);
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const
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const grab = this.grabs.get(name);
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const result = { ...gizmoResultOf(part, component.state, this.board), ...(grab ? { grab } : {}) };
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this.dispatchEvent(new CustomEvent('part-transformed', { detail: { id: part.id, result }, bubbles: true, composed: true }));
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this.grabs.clear();
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setTimeout(() => this.sync());
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}
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showSelected() {
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teardown() {
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clearTimeout(this.commitTimer);
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this.pending.clear();
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this.grabs.clear();
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if (this.sizingFrame !== undefined)
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cancelAnimationFrame(this.sizingFrame);
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this.sizingFrame = undefined;
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this.stage?.removeEventListener('pointerdown', this.onPointerDown, true);
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window.removeEventListener('pointerup', this.onPointerUp, true);
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window.removeEventListener('pointercancel', this.onPointerUp, true);
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property({ attribute: false }),
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__metadata("design:type", Object)
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], FigureCanvas.prototype, "palette", void 0);
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__decorate([
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property({ attribute: false }),
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], FigureCanvas.prototype, "anchors", void 0);
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__decorate([
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], FigureCanvas.prototype, "selected", void 0);
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__decorate([
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property({ type: Boolean }),
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__metadata("design:type", Object)
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], FigureCanvas.prototype, "aiming", void 0);
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__decorate([
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@@ -1 +1 @@
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{ LitElement, html, css, unsafeCSS, type PropertyValues } from 'lit'\nimport { customElement, property, query } from 'lit/decorators.js'\nimport { create, Model, niceGridStep } from '@hatiolab/things-scene'\n\nimport type { GizmoReach } from './gizmo.js'\nimport type { FigureRenderPart } from './renderer.js'\nimport { DEFAULT_VIEW, sceneLook, WORKBENCH, type ViewSettings } from '@things-factory/figure-viewer/dist-client/figure-view.js'\nimport { boardFor, changedKeys, componentOf, gizmoResultOf, needsRefit, type Board, type ScaleAnchor } from './stage-model.js'\nimport { JOINT_FAN } from './joint-fan.js'\nimport { SLOT_MARK } from './slot-layout-host.js'\nimport { PREVIEW, TARGET_FACE } from './command-preview.js'\nimport { ownerOf } from './fields.js'\n\n/*\n * The modeller's canvas -- a things-scene board in editing mode.\n *\n * Each body figure-model evaluates stands on the board as a `figure-part` component, so everything the canvas\n * has comes from the scene, not from code of our own: picking and the orange outline, the gizmo with its snapping and\n * live readout, box and shift selection, the camera (damping, zoom toward the cursor, double-click to fit, the six\n * view presets and their keys), the studio environment, the coordinate ground, lights and shadows, supersampling.\n * An earlier canvas drew the bodies with three.js directly and lost all of that (user, 2026-09-24: \"why nerf it?\").\n *\n * What the gizmo writes back to a component comes out as `part-transformed` in the inputs' terms (`stage-model`),\n * and the editor turns it into one step of the history; the next evaluation puts the component where the inputs say,\n * so a change a part cannot take (a fastened part moved) springs back.\n */\n\ninterface SceneComponent {\n state: Record<string, unknown>\n set: (props: Record<string, unknown>) => void\n dispose?: () => void\n}\ninterface SceneLayer extends SceneComponent {\n components?: SceneComponent[]\n root?: { on?: (event: string, handler: (...args: unknown[]) => void) => void; selected?: SceneComponent[] }\n on?: (event: string, handler: (...args: unknown[]) => void) => void\n addComponent?: (component: SceneComponent) => void\n removeComponent?: (component: SceneComponent) => void\n invalidate?: () => void\n fitCameraToModel?: () => void\n setGizmoMode?: (mode: 'translate' | 'rotate' | 'scale') => void\n app?: unknown\n}\ninterface SceneHandle {\n dispose?: () => void\n resize?: () => void\n fit?: (type?: string) => void\n root?: SceneLayer\n}\n\n/* How long the figure stands still before the camera judges whether to follow it. */\nconst REFIT_SETTLE_MS = 400\n\n/* The fan's colour when the figure's palette names no accent. */\nconst FAN_COLOUR = '#ff8a00'\n\n/* The 2D side of the board, which the author never sees on this page but the scene paints. */\nconst PAPER = '#ffffff'\n\n@customElement('figure-canvas')\nexport class FigureCanvas extends LitElement {\n static styles = css`\n :host {\n position: relative;\n display: flex;\n min-height: 0;\n overflow: hidden;\n background-color: ${unsafeCSS(WORKBENCH)};\n }\n /* The scene sets position: relative inline on its target; the size is given so it still fills the host. */\n div[stage] {\n position: absolute;\n inset: 0;\n width: 100%;\n height: 100%;\n }\n `\n @property({ attribute: false }) parts: FigureRenderPart[] = []\n @property({ attribute: false }) palette: Record<string, string> = {}\n /** The face a size drag keeps, per part (figure-model's `figureScaleAnchorOf`), so the drag shows what is written. */\n @property({ attribute: false }) anchors: Record<string, ScaleAnchor> = {}\n /** Which figure is open. Another one stands the board up again. */\n @property() context = ''\n @property() selected = ''\n /** What the gizmo may write for the selected part; a change beyond it is not applied and the part springs back. */\n @property({ attribute: false }) reach: GizmoReach = { translate: false, rotate: false, scale: false }\n @property({ attribute: false }) view: ViewSettings = DEFAULT_VIEW\n /**\n * View only: nothing that happens on the board is told out. The card's picture is taken from a second canvas stood up\n * off screen (`thumbnail.ts`); the scene settles its components as it builds them, and a change told from there\n * would reach the editor as an edit.\n */\n @property({ type: Boolean }) viewOnly = false\n /** Where the selected part turns and how far (`joint-fan`): shown, never picked, never saved. */\n @property({ attribute: false }) fan: FigureRenderPart | null = null\n /**\n * A command seen before it is done (ADR-0097 §5.5): the bodies it would move, where they would stand, translucent,\n * and the face they would be fastened to, lit. Shown, never picked, never saved; gone when the command is.\n */\n @property({ attribute: false }) ghost: FigureRenderPart[] = []\n @property({ attribute: false }) highlight: FigureRenderPart | null = null\n /** The slots a slot layout unfolds to (ADR-0118), as boxes of what each allows: shown, never picked, never saved. */\n @property({ attribute: false }) marks: FigureRenderPart[] = []\n\n @query('div[stage]') private stage!: HTMLDivElement\n\n private scene?: SceneHandle\n private board?: Board & { depth: number }\n /** The figure's reach when the view was last fitted to it. */\n private fittedFor?: Board & { depth: number }\n private refitTimer?: ReturnType<typeof setTimeout>\n private standingFor?: string\n private watcher?: ResizeObserver\n /** Set while this canvas writes to components, so the scene's echo of it is not taken for a drag. */\n private writing = false\n\n render() {\n /*\n * No line of its own over an empty stage: a new figure's start card says how to begin, and an empty stage otherwise\n * is one loading, or with every part hidden -- where 「도형을 추가해…」 flashed and said the wrong thing (2026-10-02).\n */\n return html`<div stage></div>`\n }\n\n firstUpdated() {\n this.standUp()\n /* Out of sight it has no size to draw at: it resizes when it is shown again, not to nothing. */\n this.watcher = new ResizeObserver(() => {\n if (this.checkVisibility?.() !== false) this.scene?.resize?.()\n })\n this.watcher.observe(this)\n }\n\n protected updated(changed: PropertyValues) {\n if (!this.hasUpdated) return\n if (['parts', 'palette', 'context', 'fan', 'anchors', 'ghost', 'highlight', 'marks'].some(key => changed.has(key))) this.standUp()\n if (changed.has('view')) this.applyView()\n if (changed.has('selected')) this.showSelected()\n }\n\n disconnectedCallback() {\n super.disconnectedCallback()\n clearTimeout(this.refitTimer)\n this.watcher?.disconnect()\n this.watcher = undefined\n this.teardown()\n }\n\n /**\n * The board as a picture, for the card: the 3D view at this size, or nothing when it cannot be taken. The scene's\n * `toDataURL` renders the 2D board (a white sheet), and the 3D renderer keeps no drawing buffer, so the\n * scene's own `snapshot3d` draws and reads in one task. A picture that cannot be taken is not an error and is not\n * faked (user, 2026-09-24: no card had a picture after this canvas moved onto the scene).\n */\n async snapshot(width = 480, height = 360): Promise<string | undefined> {\n /* Kept standing while the preview is in front, it is not drawn: no picture, as when there was no canvas. */\n if (this.checkVisibility?.() === false) return undefined\n const layer = this.scene?.root as (SceneLayer & { snapshot3d?: (w?: number, h?: number, type?: string, quality?: number) => Promise<string | undefined> }) | undefined\n if (!layer?.snapshot3d) return undefined\n try {\n /* webp: a card needs no alpha, and png is three or four times heavier in every list response. */\n const url = await layer.snapshot3d(width, height, 'image/webp', 0.85)\n return typeof url === 'string' && url.startsWith('data:') ? url : undefined\n } catch (e) {\n console.warn(`[thumbnail] could not take the picture -- ${(e as Error).message}`)\n return undefined\n }\n }\n\n /** The whole figure in view: the board's fit, then the 3D camera's own. */\n fit() {\n this.fittedFor = boardFor(this.parts)\n this.scene?.fit?.('ratio')\n this.scene?.root?.fitCameraToModel?.()\n }\n\n /** The gizmo in a mode on the selected part, as W, E and R do with the canvas focused -- the scene's toggle. */\n gizmo(mode: 'translate' | 'rotate' | 'scale') {\n this.scene?.root?.setGizmoMode?.(mode)\n }\n\n /**\n * Stand the board up for this figure, or bring the one standing up to date. A new board only for another figure or\n * one that has outgrown it -- standing up again loses the selection and the camera.\n */\n private standUp() {\n if (!this.stage) return\n const needed = boardFor(this.parts, this.board)\n const outgrown = !this.board || needed.width > this.board.width || needed.height > this.board.height || needed.depth > this.board.depth\n if (this.scene && this.standingFor === this.context) {\n /*\n A part dragged past the board's edge grows the board where it stands. Standing it up again lost the selection,\n the gizmo and the camera after every such drag -- the gizmo seemed not to work at all (user, 2026-09-24).\n */\n if (outgrown) this.grow(needed)\n this.sync()\n /*\n Grown or shrunk far past the view (a size typed in): the camera follows, once the figure has settled. A value is\n drawn as it is typed -- 「3」, 「30」, 「300」 on the way to 3000 -- so the reach is judged after the last change.\n */\n clearTimeout(this.refitTimer)\n if (this.parts.length) this.refitTimer = setTimeout(() => needsRefit(this.fittedFor, boardFor(this.parts)) && this.fit(), REFIT_SETTLE_MS)\n return\n }\n this.teardown()\n if (!this.parts.length) return\n this.board = needed\n try {\n this.scene = create({\n target: this.stage,\n model: {\n type: 'model-layer',\n width: needed.width,\n height: needed.height,\n depth: needed.depth,\n threed: true,\n /* Two samples a pixel: MSAA alone leaves steps on the silhouettes of one asset shown large. */\n pixelRatio: Math.min(3, (window.devicePixelRatio || 1) * 2),\n ...sceneLook(this.view ?? DEFAULT_VIEW),\n gridStep: niceGridStep(Math.max(needed.width, needed.height)),\n sky: 'color',\n fillStyle: PAPER,\n components: this.components()\n },\n /* Editing mode: the camera view buttons, gizmo modes, help and keys. */\n mode: 1\n }) as SceneHandle\n this.standingFor = this.context\n this.watchScene()\n this.scene.resize?.()\n this.fit()\n this.showSelected()\n } catch (error) {\n this.dispatchEvent(new CustomEvent('render-error', { detail: error, bubbles: true, composed: true }))\n }\n }\n\n private components(): Record<string, unknown>[] {\n const parts = this.parts.map(part => componentOf(part, this.palette, this.board!, this.anchors[ownerOf(part.id)])).filter((c): c is Record<string, unknown> => !!c)\n /* The fan in the accent colour, translucent; `capturable: false` keeps clicks, the marquee and the gizmo off it. */\n const fan = this.fan ? componentOf(this.fan, { ...this.palette, [JOINT_FAN]: this.palette['palette.accent'] ?? FAN_COLOUR }, this.board!) : null\n const accent = this.palette['palette.accent'] ?? FAN_COLOUR\n const slots = this.marks.map(part => componentOf(part, { ...this.palette, [SLOT_MARK]: this.palette['palette.secondary'] ?? accent }, this.board!))\n const shown = [...(fan ? [fan] : []), ...slots, ...this.ghost.map(part => componentOf(part, { ...this.palette, [PREVIEW]: accent, [TARGET_FACE]: accent }, this.board!)), ...(this.highlight ? [componentOf(this.highlight, { ...this.palette, [TARGET_FACE]: accent }, this.board!)] : [])]\n return [...parts, ...shown.filter((c): c is Record<string, unknown> => !!c).map(c => ({ ...c, capturable: false, locked: true }))]\n }\n\n /** The components standing now, by name. Not held between calls: the scene stands its board up again at times. */\n private standing(): Map<string, SceneComponent> {\n const found = new Map<string, SceneComponent>()\n for (const component of this.scene?.root?.components ?? []) {\n const name = component.state?.name\n if (typeof name === 'string') found.set(name, component)\n }\n return found\n }\n\n /** A larger board under the same scene: its size, and the grid that suits it. Components are re-placed by `sync`. */\n private grow(needed: Board & { depth: number }) {\n const layer = this.scene?.root\n this.board = needed\n if (!layer) return\n this.writing = true\n try {\n layer.set({ width: needed.width, height: needed.height, depth: needed.depth, gridStep: niceGridStep(Math.max(needed.width, needed.height)) })\n } finally {\n this.writing = false\n }\n }\n\n /** Bring the components to the evaluation: remove the gone, write only what differs, add the new. */\n private sync() {\n const layer = this.scene?.root\n if (!layer || !this.board) return\n const wanted = new Map(this.components().map(c => [c.name as string, c]))\n const standing = this.standing()\n this.writing = true\n try {\n for (const [name, component] of standing) {\n if (wanted.has(name)) continue\n layer.removeComponent?.(component)\n component.dispose?.()\n }\n for (const [name, state] of wanted) {\n const found = standing.get(name)\n if (found) {\n const diff = changedKeys(found.state, state)\n if (diff) found.set(diff)\n continue\n }\n const made = Model.compile({ ...state }, layer.app as never) as SceneComponent | null\n if (made) layer.addComponent?.(made)\n }\n } finally {\n this.writing = false\n }\n layer.invalidate?.()\n }\n\n /** Selection and drags, told out by the part's name -- never by its place in the list, which may change meanwhile. */\n private watchScene() {\n const layer = this.scene?.root\n const root = layer?.root\n if (!layer || !root?.on || this.viewOnly) return\n root.on('selected', (after: unknown) => {\n /*\n A canvas taken off the screen disposes its scene, and the scene empties its selection as it goes. Told out,\n that emptied the editor's choice whenever the middle turned to the preview (U03): the listener lit set on this\n element hears it even after it left the page. A canvas not on the page has nothing to say about the choice.\n */\n if (!this.isConnected) return\n const name = (after as SceneComponent[] | undefined)?.[0]?.state?.name\n const id = typeof name === 'string' ? name : ''\n if (ownerOf(id) !== this.selected) this.dispatchEvent(new CustomEvent('part-selected', { detail: id, bubbles: true, composed: true }))\n })\n /*\n A change comes up to the board with the component in the last argument's `origin` (the scene appends\n { origin, name, deliverer } as it bubbles). Reading the first argument as the component does nothing.\n */\n /*\n A drag is written once, when it ends. The scene's gizmo writes the component on every move -- a size anchored on\n the opposite face, from the scale it captured when the drag began -- and writing each move back through the\n editor (and the evaluation back onto the component) fought it: the scale gizmo did not work (user, 2026-09-24).\n While a pointer is down the changes are only kept; on release the last one is told, and the board is brought to\n the evaluation. A change with no pointer down (the arrow keys) is told after a short pause.\n */\n layer.on?.('change', (...args: unknown[]) => {\n if (this.writing) return\n const origin = (args[args.length - 1] as { origin?: SceneComponent } | undefined)?.origin\n const name = origin?.state?.name\n if (typeof name !== 'string' || !this.parts.some(p => p.id === name)) return\n this.pending.set(name, origin!)\n if (!this.pointerDown) this.commitSoon(80)\n })\n this.stage.addEventListener('pointerdown', this.onPointerDown, true)\n window.addEventListener('pointerup', this.onPointerUp, true)\n window.addEventListener('pointercancel', this.onPointerUp, true)\n }\n\n /** Components the gizmo changed since the last commit, by part name. */\n private pending = new Map<string, SceneComponent>()\n private pointerDown = false\n private commitTimer?: ReturnType<typeof setTimeout>\n private onPointerDown = () => {\n this.pointerDown = true\n }\n private onPointerUp = () => {\n if (!this.pointerDown) return\n this.pointerDown = false\n /* After the scene's own drag end (it settles the depth and rebuilds the geometry on release). */\n this.commitSoon(0)\n }\n private commitSoon(delay: number) {\n clearTimeout(this.commitTimer)\n this.commitTimer = setTimeout(() => this.commit(), delay)\n }\n /** Tell each changed part once, in the inputs' terms; then put the board where the inputs say (a refusal springs back). */\n private commit() {\n /*\n Not while a pointer is down: a pause set by a change just before the press (the arrow keys, the scene settling\n the pick) fired in the middle of the drag and wrote where the part was then -- a drag on a part placed by a rule\n became two steps, the first one a few millimetres in (browser check, 2026-09-25). What is pending waits for the release.\n */\n if (this.pointerDown || !this.board || !this.pending.size) return\n const changed = [...this.pending]\n this.pending.clear()\n for (const [name, component] of changed) {\n const part = this.parts.find(p => p.id === name)\n if (!part) continue\n const result = gizmoResultOf(part, component.state, this.board)\n if (!result.position && !result.rotation && !result.scale) continue\n this.dispatchEvent(new CustomEvent('part-transformed', { detail: { id: part.id, result }, bubbles: true, composed: true }))\n }\n setTimeout(() => this.sync())\n }\n\n private showSelected() {\n const layer = this.scene?.root\n const root = layer?.root\n if (!layer || !root) return\n /* A repeat is selected whole: every copy of it (the editor selects the part the author made). */\n const wanted = this.selected ? [...this.standing()].filter(([name]) => ownerOf(name) === this.selected).map(([, component]) => component) : []\n const now = root.selected ?? []\n if (now.length === wanted.length && wanted.every((one, i) => now[i] === one)) return\n root.selected = wanted\n layer.invalidate?.()\n }\n\n /** View settings go into the scene as they are: they are the board's own state names. Nothing is stood up again. */\n private applyView() {\n const layer = this.scene?.root\n if (!layer) return\n layer.set(sceneLook(this.view ?? DEFAULT_VIEW))\n layer.invalidate?.()\n }\n\n private teardown() {\n clearTimeout(this.commitTimer)\n this.pending.clear()\n this.stage?.removeEventListener('pointerdown', this.onPointerDown, true)\n window.removeEventListener('pointerup', this.onPointerUp, true)\n window.removeEventListener('pointercancel', this.onPointerUp, true)\n this.scene?.dispose?.()\n this.scene = undefined\n this.standingFor = undefined\n this.board = undefined\n }\n}\n"]}
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1
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+
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{ LitElement, html, css, unsafeCSS, type PropertyValues } from 'lit'\nimport { customElement, property, query } from 'lit/decorators.js'\nimport { create, Model, niceGridStep } from '@hatiolab/things-scene'\n\nimport type { GizmoReach, GizmoResult } from './gizmo.js'\nimport type { FigureRenderPart } from './renderer.js'\nimport { DEFAULT_VIEW, sceneLook, WORKBENCH, type ViewSettings } from '@things-factory/figure-viewer/dist-client/figure-view.js'\nimport { boardFor, changedKeys, componentOf, gizmoResultOf, needsRefit, type Board } from './stage-model.js'\nimport { JOINT_FAN } from './joint-fan.js'\nimport { SLOT_MARK } from './slot-layout-host.js'\nimport { PREVIEW, TARGET_FACE } from './command-preview.js'\nimport { ownerOf } from './fields.js'\n\n/*\n * The modeller's canvas -- a things-scene board in editing mode.\n *\n * Each body figure-model evaluates stands on the board as a `figure-part` component, so everything the canvas\n * has comes from the scene, not from code of our own: picking and the orange outline, the gizmo with its snapping and\n * live readout, box and shift selection, the camera (damping, zoom toward the cursor, double-click to fit, the six\n * view presets and their keys), the studio environment, the coordinate ground, lights and shadows, supersampling.\n * An earlier canvas drew the bodies with three.js directly and lost all of that (user, 2026-09-24: \"why nerf it?\").\n *\n * What the gizmo writes back to a component comes out as `part-transformed` in the inputs' terms (`stage-model`),\n * and the editor turns it into one step of the history; the next evaluation puts the component where the inputs say,\n * so a change a part cannot take (a fastened part moved) springs back.\n */\n\ninterface SceneComponent {\n state: Record<string, unknown>\n set: (props: Record<string, unknown>) => void\n dispose?: () => void\n}\ninterface SceneLayer extends SceneComponent {\n components?: SceneComponent[]\n root?: { on?: (event: string, handler: (...args: unknown[]) => void) => void; selected?: SceneComponent[] }\n on?: (event: string, handler: (...args: unknown[]) => void) => void\n addComponent?: (component: SceneComponent) => void\n removeComponent?: (component: SceneComponent) => void\n invalidate?: () => void\n fitCameraToModel?: () => void\n setGizmoMode?: (mode: 'translate' | 'rotate' | 'scale') => void\n app?: unknown\n}\ninterface SceneHandle {\n dispose?: () => void\n resize?: () => void\n fit?: (type?: string) => void\n root?: SceneLayer\n}\n\n/* How long the figure stands still before the camera judges whether to follow it. */\nconst REFIT_SETTLE_MS = 400\n\n/* The fan's colour when the figure's palette names no accent. */\nconst FAN_COLOUR = '#ff8a00'\n\n/* The 2D side of the board, which the author never sees on this page but the scene paints. */\nconst PAPER = '#ffffff'\n\n@customElement('figure-canvas')\nexport class FigureCanvas extends LitElement {\n static styles = css`\n :host {\n position: relative;\n display: flex;\n min-height: 0;\n overflow: hidden;\n background-color: ${unsafeCSS(WORKBENCH)};\n }\n /* The scene sets position: relative inline on its target; the size is given so it still fills the host. */\n div[stage] {\n position: absolute;\n inset: 0;\n width: 100%;\n height: 100%;\n }\n `\n @property({ attribute: false }) parts: FigureRenderPart[] = []\n @property({ attribute: false }) palette: Record<string, string> = {}\n /** Which figure is open. Another one stands the board up again. */\n @property() context = ''\n @property() selected = ''\n /**\n * The fastening window is open (ADR-0140 stage 4): a part pressed is aimed at, not chosen -- told out as `part-aimed`\n * with where the press landed (the scene's `pickedAt`: the point and the drawn triangle's outward normal, in the\n * figure's frame), and the part being fastened stays chosen.\n */\n @property({ type: Boolean }) aiming = false\n /** What the gizmo may write for the selected part; a change beyond it is not applied and the part springs back. */\n @property({ attribute: false }) reach: GizmoReach = { translate: false, rotate: false, scale: false }\n @property({ attribute: false }) view: ViewSettings = DEFAULT_VIEW\n /**\n * View only: nothing that happens on the board is told out. The card's picture is taken from a second canvas stood up\n * off screen (`thumbnail.ts`); the scene settles its components as it builds them, and a change told from there\n * would reach the editor as an edit.\n */\n @property({ type: Boolean }) viewOnly = false\n /** Where the selected part turns and how far (`joint-fan`): shown, never picked, never saved. */\n @property({ attribute: false }) fan: FigureRenderPart | null = null\n /**\n * A command seen before it is done (ADR-0097 §5.5): the bodies it would move, where they would stand, translucent,\n * and the face they would be fastened to, lit. Shown, never picked, never saved; gone when the command is.\n */\n @property({ attribute: false }) ghost: FigureRenderPart[] = []\n @property({ attribute: false }) highlight: FigureRenderPart | null = null\n /** The slots a slot layout unfolds to (ADR-0118), as boxes of what each allows: shown, never picked, never saved. */\n @property({ attribute: false }) marks: FigureRenderPart[] = []\n\n @query('div[stage]') private stage!: HTMLDivElement\n\n private scene?: SceneHandle\n private board?: Board & { depth: number }\n /** The figure's reach when the view was last fitted to it. */\n private fittedFor?: Board & { depth: number }\n private refitTimer?: ReturnType<typeof setTimeout>\n private standingFor?: string\n private watcher?: ResizeObserver\n /** Set while this canvas writes to components, so the scene's echo of it is not taken for a drag. */\n private writing = false\n\n render() {\n /*\n * No line of its own over an empty stage: a new figure's start card says how to begin, and an empty stage otherwise\n * is one loading, or with every part hidden -- where 「도형을 추가해…」 flashed and said the wrong thing (2026-10-02).\n */\n return html`<div stage></div>`\n }\n\n firstUpdated() {\n this.standUp()\n /* Out of sight it has no size to draw at: it resizes when it is shown again, not to nothing. */\n this.watcher = new ResizeObserver(() => {\n if (this.checkVisibility?.() !== false) this.scene?.resize?.()\n })\n this.watcher.observe(this)\n }\n\n protected updated(changed: PropertyValues) {\n if (!this.hasUpdated) return\n if (['parts', 'palette', 'context', 'fan', 'ghost', 'highlight', 'marks'].some(key => changed.has(key))) this.standUp()\n if (changed.has('view')) this.applyView()\n if (changed.has('selected')) this.showSelected()\n }\n\n disconnectedCallback() {\n super.disconnectedCallback()\n clearTimeout(this.refitTimer)\n this.watcher?.disconnect()\n this.watcher = undefined\n this.teardown()\n }\n\n /**\n * The board as a picture, for the card: the 3D view at this size, or nothing when it cannot be taken. The scene's\n * `toDataURL` renders the 2D board (a white sheet), and the 3D renderer keeps no drawing buffer, so the\n * scene's own `snapshot3d` draws and reads in one task. A picture that cannot be taken is not an error and is not\n * faked (user, 2026-09-24: no card had a picture after this canvas moved onto the scene).\n */\n async snapshot(width = 480, height = 360): Promise<string | undefined> {\n /* Kept standing while the preview is in front, it is not drawn: no picture, as when there was no canvas. */\n if (this.checkVisibility?.() === false) return undefined\n const layer = this.scene?.root as (SceneLayer & { snapshot3d?: (w?: number, h?: number, type?: string, quality?: number) => Promise<string | undefined> }) | undefined\n if (!layer?.snapshot3d) return undefined\n try {\n /* webp: a card needs no alpha, and png is three or four times heavier in every list response. */\n const url = await layer.snapshot3d(width, height, 'image/webp', 0.85)\n return typeof url === 'string' && url.startsWith('data:') ? url : undefined\n } catch (e) {\n console.warn(`[thumbnail] could not take the picture -- ${(e as Error).message}`)\n return undefined\n }\n }\n\n /** The whole figure in view: the board's fit, then the 3D camera's own. */\n fit() {\n this.fittedFor = boardFor(this.parts)\n this.scene?.fit?.('ratio')\n this.scene?.root?.fitCameraToModel?.()\n }\n\n /** The gizmo in a mode on the selected part, as W, E and R do with the canvas focused -- the scene's toggle. */\n gizmo(mode: 'translate' | 'rotate' | 'scale') {\n this.scene?.root?.setGizmoMode?.(mode)\n }\n\n /**\n * Stand the board up for this figure, or bring the one standing up to date. A new board only for another figure or\n * one that has outgrown it -- standing up again loses the selection and the camera.\n */\n private standUp() {\n if (!this.stage) return\n const needed = boardFor(this.parts, this.board)\n const outgrown = !this.board || needed.width > this.board.width || needed.height > this.board.height || needed.depth > this.board.depth\n if (this.scene && this.standingFor === this.context) {\n /*\n A part dragged past the board's edge grows the board where it stands. Standing it up again lost the selection,\n the gizmo and the camera after every such drag -- the gizmo seemed not to work at all (user, 2026-09-24).\n */\n if (outgrown) this.grow(needed)\n this.sync()\n /*\n Grown or shrunk far past the view (a size typed in): the camera follows, once the figure has settled. A value is\n drawn as it is typed -- 「3」, 「30」, 「300」 on the way to 3000 -- so the reach is judged after the last change.\n */\n clearTimeout(this.refitTimer)\n if (this.parts.length) this.refitTimer = setTimeout(() => needsRefit(this.fittedFor, boardFor(this.parts)) && this.fit(), REFIT_SETTLE_MS)\n return\n }\n this.teardown()\n if (!this.parts.length) return\n this.board = needed\n try {\n this.scene = create({\n target: this.stage,\n model: {\n type: 'model-layer',\n width: needed.width,\n height: needed.height,\n depth: needed.depth,\n threed: true,\n /* Two samples a pixel: MSAA alone leaves steps on the silhouettes of one asset shown large. */\n pixelRatio: Math.min(3, (window.devicePixelRatio || 1) * 2),\n ...sceneLook(this.view ?? DEFAULT_VIEW),\n gridStep: niceGridStep(Math.max(needed.width, needed.height)),\n sky: 'color',\n fillStyle: PAPER,\n components: this.components()\n },\n /* Editing mode: the camera view buttons, gizmo modes, help and keys. */\n mode: 1\n }) as SceneHandle\n this.standingFor = this.context\n this.watchScene()\n this.scene.resize?.()\n this.fit()\n this.showSelected()\n } catch (error) {\n this.dispatchEvent(new CustomEvent('render-error', { detail: error, bubbles: true, composed: true }))\n }\n }\n\n /**\n * A part's component state, kept for the part object it was made from while the palette and the board are the same: a\n * size drag redraws the board every frame, and only the parts the frame moved are new objects (ADR-0140 4.4).\n */\n private made = new WeakMap<FigureRenderPart, Record<string, unknown> | null>()\n private madeFor?: [Record<string, string>, Board]\n private componentFor(part: FigureRenderPart): Record<string, unknown> | null {\n if (this.madeFor?.[0] !== this.palette || this.madeFor?.[1] !== this.board) (this.made = new WeakMap()), (this.madeFor = [this.palette, this.board!])\n if (!this.made.has(part)) this.made.set(part, componentOf(part, this.palette, this.board!, true))\n return this.made.get(part)!\n }\n\n private components(): Record<string, unknown>[] {\n const parts = this.parts.map(part => this.componentFor(part)).filter((c): c is Record<string, unknown> => !!c)\n /* The fan in the accent colour, translucent; `capturable: false` keeps clicks, the marquee and the gizmo off it. */\n const fan = this.fan ? componentOf(this.fan, { ...this.palette, [JOINT_FAN]: this.palette['palette.accent'] ?? FAN_COLOUR }, this.board!) : null\n const accent = this.palette['palette.accent'] ?? FAN_COLOUR\n const slots = this.marks.map(part => componentOf(part, { ...this.palette, [SLOT_MARK]: this.palette['palette.secondary'] ?? accent }, this.board!))\n const shown = [...(fan ? [fan] : []), ...slots, ...this.ghost.map(part => componentOf(part, { ...this.palette, [PREVIEW]: accent, [TARGET_FACE]: accent }, this.board!)), ...(this.highlight ? [componentOf(this.highlight, { ...this.palette, [TARGET_FACE]: accent }, this.board!)] : [])]\n return [...parts, ...shown.filter((c): c is Record<string, unknown> => !!c).map(c => ({ ...c, capturable: false, locked: true }))]\n }\n\n /** The components standing now, by name. Not held between calls: the scene stands its board up again at times. */\n private standing(): Map<string, SceneComponent> {\n const found = new Map<string, SceneComponent>()\n for (const component of this.scene?.root?.components ?? []) {\n const name = component.state?.name\n if (typeof name === 'string') found.set(name, component)\n }\n return found\n }\n\n /** A larger board under the same scene: its size, and the grid that suits it. Components are re-placed by `sync`. */\n private grow(needed: Board & { depth: number }) {\n const layer = this.scene?.root\n this.board = needed\n if (!layer) return\n this.writing = true\n try {\n layer.set({ width: needed.width, height: needed.height, depth: needed.depth, gridStep: niceGridStep(Math.max(needed.width, needed.height)) })\n } finally {\n this.writing = false\n }\n }\n\n /** Bring the components to the evaluation: remove the gone, write only what differs, add the new. */\n private sync() {\n const layer = this.scene?.root\n if (!layer || !this.board) return\n const wanted = new Map(this.components().map(c => [c.name as string, c]))\n const standing = this.standing()\n this.writing = true\n try {\n for (const [name, component] of standing) {\n if (wanted.has(name)) continue\n layer.removeComponent?.(component)\n component.dispose?.()\n }\n for (const [name, state] of wanted) {\n const found = standing.get(name)\n if (found) {\n const diff = changedKeys(found.state, state)\n /*\n A part whose size is being dragged keeps the size the gizmo gives it: what is drawn does not go back into what the\n gizmo measures (ADR-0140 4.4). Written back, a size the frame could not change (one that follows the figure) put\n the part back to its old size, and the release wrote nothing.\n */\n if (diff && this.pointerDown && this.grabs.has(name)) for (const key of ['width', 'depth', 'height']) delete diff[key]\n if (diff && Object.keys(diff).length) found.set(diff)\n continue\n }\n const made = Model.compile({ ...state }, layer.app as never) as SceneComponent | null\n if (made) layer.addComponent?.(made)\n }\n } finally {\n this.writing = false\n }\n layer.invalidate?.()\n }\n\n /** Selection and drags, told out by the part's name -- never by its place in the list, which may change meanwhile. */\n private watchScene() {\n const layer = this.scene?.root\n const root = layer?.root\n if (!layer || !root?.on || this.viewOnly) return\n root.on('selected', (after: unknown) => {\n /*\n A canvas taken off the screen disposes its scene, and the scene empties its selection as it goes. Told out,\n that emptied the editor's choice whenever the middle turned to the preview (U03): the listener lit set on this\n element hears it even after it left the page. A canvas not on the page has nothing to say about the choice.\n */\n if (!this.isConnected) return\n /*\n While aiming, a press is told by the click (below); the part being fastened is chosen again once the scene has\n done with the pick -- put back while the scene was still telling it, the selection read right but the outline\n stayed on the part pressed (:3300, 2026-10-20).\n */\n if (this.aiming) {\n setTimeout(() => this.showSelected())\n return\n }\n const name = (after as SceneComponent[] | undefined)?.[0]?.state?.name\n const id = typeof name === 'string' ? name : ''\n if (ownerOf(id) !== this.selected) this.dispatchEvent(new CustomEvent('part-selected', { detail: id, bubbles: true, composed: true }))\n })\n /*\n A press while aiming: the part pressed -- the one being fastened too, which changes no selection and so is told by\n no `selected` -- with where it landed (`pickedAt`, filled before the click is told). It comes up to the board\n with the component in the last argument's `origin`, as a change does.\n */\n layer.on?.('click', (...args: unknown[]) => {\n if (!this.aiming || !this.isConnected) return\n const origin = (args[args.length - 1] as { origin?: SceneComponent & { realObject?: { pickedAt?: { point: number[]; normal: number[] } } } } | undefined)?.origin\n const id = origin?.state?.name\n if (typeof id !== 'string' || !id) return\n const at = origin?.realObject?.pickedAt\n this.dispatchEvent(new CustomEvent('part-aimed', { detail: { id, ...(at ? { point: at.point, normal: at.normal } : {}) }, bubbles: true, composed: true }))\n })\n /*\n A change comes up to the board with the component in the last argument's `origin` (the scene appends\n { origin, name, deliverer } as it bubbles). Reading the first argument as the component does nothing.\n */\n /*\n A drag is written once, when it ends. The scene's gizmo writes the component on every move -- a size anchored on\n the opposite face, from the scale it captured when the drag began -- and writing each move back through the\n editor (and the evaluation back onto the component) fought it: the scale gizmo did not work (user, 2026-09-24).\n While a pointer is down the changes are only kept; on release the last one is told, and the board is brought to\n the evaluation. A change with no pointer down (the arrow keys) is told after a short pause.\n */\n layer.on?.('change', (...args: unknown[]) => {\n if (this.writing) return\n const origin = (args[args.length - 1] as { origin?: SceneComponent } | undefined)?.origin\n const name = origin?.state?.name\n if (typeof name !== 'string' || !this.parts.some(p => p.id === name)) return\n this.pending.set(name, origin!)\n /* A size drag: the scene tells the handle held; figure-model draws each frame from it (ADR-0140 4.4). */\n const grab = origin!.state?.scaleGrab as GizmoResult['grab'] | undefined\n if (this.pointerDown && grab) {\n this.grabs.set(name, { ...grab })\n this.sizingSoon(name)\n }\n if (!this.pointerDown) this.commitSoon(80)\n })\n this.stage.addEventListener('pointerdown', this.onPointerDown, true)\n window.addEventListener('pointerup', this.onPointerUp, true)\n window.addEventListener('pointercancel', this.onPointerUp, true)\n }\n\n /** Components the gizmo changed since the last commit, by part name. */\n private pending = new Map<string, SceneComponent>()\n /** The handle each size drag held, by part name, from the scene's `scaleGrab` -- told with the release. */\n private grabs = new Map<string, NonNullable<GizmoResult['grab']>>()\n private sizingFrame?: number\n /** Once an animation frame: where a size drag stands, told so the editor draws figure-model's result for it. */\n private sizingSoon(name: string) {\n if (this.sizingFrame !== undefined) return\n this.sizingFrame = requestAnimationFrame(() => {\n this.sizingFrame = undefined\n const part = this.pressedPart(name)\n const component = this.pending.get(name)\n if (!part || !component || !this.board || !this.pointerDown) return\n const result = { ...gizmoResultOf(part, component.state, this.board), grab: this.grabs.get(name) }\n if (result.scale) this.dispatchEvent(new CustomEvent('part-sizing', { detail: { id: part.id, result }, bubbles: true, composed: true }))\n })\n }\n private pointerDown = false\n private commitTimer?: ReturnType<typeof setTimeout>\n /**\n * The parts as they stood when the pointer went down. A drag is measured against them: while a size drag is drawn, the\n * parts given are its frames (ADR-0140 4.4), and measured against those it grew on itself and its release wrote nothing.\n */\n private atPress?: Map<string, FigureRenderPart>\n private onPointerDown = () => {\n this.pointerDown = true\n this.atPress = new Map(this.parts.map(p => [p.id, p]))\n }\n private pressedPart(name: string): FigureRenderPart | undefined {\n return this.atPress?.get(name) ?? this.parts.find(p => p.id === name)\n }\n private onPointerUp = () => {\n if (!this.pointerDown) return\n this.pointerDown = false\n /* After the scene's own drag end (it settles the depth and rebuilds the geometry on release). */\n this.commitSoon(0)\n }\n private commitSoon(delay: number) {\n clearTimeout(this.commitTimer)\n this.commitTimer = setTimeout(() => this.commit(), delay)\n }\n /** Tell each changed part once, in the inputs' terms; then put the board where the inputs say (a refusal springs back). */\n private commit() {\n /*\n Not while a pointer is down: a pause set by a change just before the press (the arrow keys, the scene settling\n the pick) fired in the middle of the drag and wrote where the part was then -- a drag on a part placed by a rule\n became two steps, the first one a few millimetres in (browser check, 2026-09-25). What is pending waits for the release.\n */\n if (this.pointerDown || !this.board || !this.pending.size) return\n const changed = [...this.pending]\n this.pending.clear()\n if (this.sizingFrame !== undefined) cancelAnimationFrame(this.sizingFrame)\n this.sizingFrame = undefined\n for (const [name, component] of changed) {\n const part = this.pressedPart(name)\n if (!part) continue\n const grab = this.grabs.get(name)\n const result = { ...gizmoResultOf(part, component.state, this.board), ...(grab ? { grab } : {}) }\n if (!result.position && !result.rotation && !result.scale) continue\n this.dispatchEvent(new CustomEvent('part-transformed', { detail: { id: part.id, result }, bubbles: true, composed: true }))\n }\n this.grabs.clear()\n this.atPress = undefined\n setTimeout(() => this.sync())\n }\n\n private showSelected() {\n const layer = this.scene?.root\n const root = layer?.root\n if (!layer || !root) return\n /* A repeat is selected whole: every copy of it (the editor selects the part the author made). */\n const wanted = this.selected ? [...this.standing()].filter(([name]) => ownerOf(name) === this.selected).map(([, component]) => component) : []\n const now = root.selected ?? []\n if (now.length === wanted.length && wanted.every((one, i) => now[i] === one)) return\n root.selected = wanted\n layer.invalidate?.()\n }\n\n /** View settings go into the scene as they are: they are the board's own state names. Nothing is stood up again. */\n private applyView() {\n const layer = this.scene?.root\n if (!layer) return\n layer.set(sceneLook(this.view ?? DEFAULT_VIEW))\n layer.invalidate?.()\n }\n\n private teardown() {\n clearTimeout(this.commitTimer)\n this.pending.clear()\n this.grabs.clear()\n if (this.sizingFrame !== undefined) cancelAnimationFrame(this.sizingFrame)\n this.sizingFrame = undefined\n this.stage?.removeEventListener('pointerdown', this.onPointerDown, true)\n window.removeEventListener('pointerup', this.onPointerUp, true)\n window.removeEventListener('pointercancel', this.onPointerUp, true)\n this.scene?.dispose?.()\n this.scene = undefined\n this.standingFor = undefined\n this.board = undefined\n }\n}\n"]}
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{"version":3,"file":"editor-styles.js","sourceRoot":"","sources":["../../client/modeller/editor-styles.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,GAAG,EAAE,MAAM,KAAK,CAAA;AAEzB,gHAAgH;AAChH,MAAM,CAAC,MAAM,YAAY,GAAG,GAAG,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2a9B,CAAA","sourcesContent":["import { css } from 'lit'\n\n/** The modeller editor's own styles: the bar's tools, the panes, the start card, the side's tabs and panels. */\nexport const EditorStyles = css`\n :host {\n position: relative;\n display: flex;\n flex-direction: column;\n min-height: 0;\n height: 100%;\n /* The editor folds by the width it is given, not the window's (UX ruling, 2026-09-24). */\n container-type: inline-size;\n /* The app's one face (its typography theme's --theme-font) at the body size: a bare sans-serif here put a second\n face under everything the editor draws, beside the parts list and the shell in the app's own (2026-10-16). */\n font-family: var(--theme-font, ui-sans-serif, system-ui, sans-serif);\n font-size: var(--ui-t-body, 13px);\n color: var(--md-sys-color-on-surface);\n }\n /* The bar over the work is ox-canvas-bar (ADR-0060 decision 8): the folds at its edges, undo, redo and\n fit in the suite's places. What the editor puts in it - the mode switch, the status, save - is styled here. */\n ox-canvas-bar button[mode] {\n height: 28px;\n border: 1px solid transparent;\n padding: 0 10px;\n border-radius: 999em;\n border-color: transparent;\n background: none;\n }\n ox-canvas-bar button[mode][aria-pressed='true'] {\n border-color: var(--md-sys-color-primary);\n }\n /* The gizmo's tools, drawn as the bar's own icon buttons (undo, redo, fit). */\n ox-canvas-bar .gizmo-tools {\n display: inline-flex;\n gap: 2px;\n padding-left: 4px;\n border-left: 1px solid var(--md-sys-color-outline-variant);\n }\n ox-canvas-bar button[tool] {\n display: inline-grid;\n place-items: center;\n width: 32px;\n height: 32px;\n padding: 0;\n border: none;\n border-radius: var(--md-sys-shape-corner-small, 8px);\n background: transparent;\n color: var(--md-sys-color-on-surface-variant);\n cursor: pointer;\n }\n ox-canvas-bar button[tool]:hover:not(:disabled) {\n background: var(--md-sys-color-surface-container-high);\n color: var(--md-sys-color-on-surface);\n }\n ox-canvas-bar button[tool][aria-pressed='true'] {\n background: var(--md-sys-color-secondary-container);\n color: var(--md-sys-color-on-secondary-container);\n }\n ox-canvas-bar button[tool]:disabled {\n opacity: 0.38;\n cursor: default;\n }\n /*\n Slotted into the bar from here, the tools do not get the bar's own icon size (20px, set inside its shadow): they\n showed at md-icon's 24px, heavier than undo, redo and fit beside them. The same size, and the bar's focus ring.\n */\n ox-canvas-bar button[tool] md-icon {\n --md-icon-size: 20px;\n }\n ox-canvas-bar button[tool]:focus-visible {\n outline: 2px solid var(--md-sys-color-primary);\n outline-offset: 1px;\n }\n figure-preview {\n min-width: 0;\n min-height: 0;\n }\n /* The edit canvas stays standing while the preview is in front (a 3D scene costs a third of a second to make), out of sight. */\n div[middle][hidden] {\n display: none;\n }\n /* The preview, once made, stays standing out of sight too: its 3D scene is not made again each time it is asked for. */\n figure-preview[hidden] {\n display: none;\n }\n ox-canvas-bar .status {\n padding: 0 8px;\n color: var(--md-sys-color-on-surface-variant);\n }\n ox-canvas-bar .status[dirty] {\n color: var(--md-sys-color-primary);\n font-weight: 600;\n }\n /*\n The bar's two commitments, one shape (user 2026-10-18: 「발행버튼도 저장버튼도 라운드 버튼으로 … 버튼 안에 적절한 아이콘」):\n round, an icon inside, so neither is taken for the other. Save, done many times a day, is the filled one; release,\n a promise to whoever draws the figure, is outlined.\n */\n ox-canvas-bar button[save],\n ox-canvas-bar button[publish] {\n display: inline-flex;\n align-items: center;\n gap: 6px;\n height: 32px;\n padding: 0 14px 0 10px;\n border-radius: 999em;\n font-weight: 600;\n }\n ox-canvas-bar button[save] md-icon,\n ox-canvas-bar button[publish] md-icon {\n --md-icon-size: 18px;\n }\n ox-canvas-bar button[save] {\n border: 1px solid transparent;\n color: var(--md-sys-color-on-primary);\n background: var(--md-sys-color-primary);\n }\n /* The three panes are ox-three-pane's (ADR-0060 decision 8): widths 200 | 1fr | 340, 160 | 300 under\n 860px and one column with the middle first under 560px are the frame's, as are the dividers. */\n ox-three-pane {\n flex: 1;\n min-height: 0;\n }\n figure-parts {\n min-height: 0;\n }\n figure-canvas {\n flex: 1;\n min-width: 0;\n min-height: 0;\n }\n div[middle] {\n position: relative;\n display: flex;\n min-width: 0;\n min-height: 0;\n }\n /* A new figure's first question, over the empty canvas. */\n div[start] {\n position: absolute;\n inset: 50% auto auto 50%;\n z-index: 10;\n color: var(--md-sys-color-on-surface);\n transform: translate(-50%, -50%);\n width: min(440px, calc(100% - 32px));\n box-sizing: border-box;\n padding: 20px;\n border-radius: 12px;\n background: var(--md-sys-color-surface, #fff);\n box-shadow: 0 6px 24px rgba(0, 0, 0, 0.18);\n }\n div[start] button[start-button] {\n width: auto;\n margin: 0;\n font-size: var(--ui-t-body);\n height: 36px;\n padding: 0 16px;\n border: 1px solid var(--md-sys-color-outline);\n border-radius: 999em;\n color: var(--md-sys-color-primary);\n background: var(--md-sys-color-surface, #fff);\n cursor: pointer;\n }\n div[start] button[start-button]:hover:not(:disabled) {\n background: var(--md-sys-color-primary-container);\n }\n div[start] button[start-button][pressed] {\n color: var(--md-sys-color-on-primary);\n background: var(--md-sys-color-primary);\n border-color: var(--md-sys-color-primary);\n }\n div[start] button[start-button]:disabled {\n opacity: 0.5;\n cursor: default;\n }\n div[start] h2 {\n margin: 0 0 12px;\n font-size: var(--ui-t-title);\n }\n div[start-paths] {\n display: grid;\n gap: 14px;\n }\n div[start-paths] h3 {\n margin: 0 0 6px;\n font-size: var(--ui-t-body);\n }\n div[start-shapes] {\n display: flex;\n gap: 8px;\n flex-wrap: wrap;\n }\n div[start] small {\n display: block;\n margin-top: 4px;\n color: var(--md-sys-color-on-surface-variant);\n }\n /* The side: tabs over one panel at a time, each using the whole height. */\n /*\n The side's words at the panel's size (side-panel-styles: titles body, the rest small). The editor's host is at body\n for the bar, and the fields the editor drew itself -- the part's name -- stood a step larger than every other field.\n */\n aside {\n display: flex;\n flex-direction: column;\n min-height: 0;\n font-size: var(--ui-t-small, 11.5px);\n background: var(--md-sys-color-surface-container-lowest);\n }\n div[tabs] {\n display: flex;\n flex: none;\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n button[tab] {\n flex: 1;\n position: relative;\n display: flex;\n flex-direction: column;\n align-items: center;\n justify-content: center;\n gap: 1px;\n min-width: 0;\n height: 48px;\n padding: 0;\n border: none;\n border-radius: 0;\n border-bottom: 2px solid transparent;\n background: none;\n color: var(--md-sys-color-on-surface-variant);\n }\n button[tab]:hover:not([on]) {\n background: var(--md-sys-color-surface-container);\n }\n button[tab][on] {\n color: var(--md-sys-color-primary);\n border-bottom-color: var(--md-sys-color-primary);\n }\n button[tab] md-icon {\n font-size: 20px;\n width: 20px;\n height: 20px;\n }\n button[tab] span[tab-label] {\n max-width: 100%;\n overflow: hidden;\n font-size: var(--ui-t-micro, 11px);\n line-height: 1.2;\n white-space: nowrap;\n text-overflow: ellipsis;\n }\n span[badge] {\n position: absolute;\n top: 3px;\n right: 2px;\n padding: 0 5px;\n font-size: var(--ui-t-micro, 11px);\n font-weight: 700;\n line-height: 1.5;\n color: var(--md-sys-color-on-primary-container);\n background: var(--md-sys-color-primary-container);\n border-radius: 999em;\n pointer-events: none;\n }\n /* The sections inside carry the margins (side-panel-styles); the panel only scrolls. */\n div[panel] {\n flex: 1;\n min-height: 0;\n overflow: auto;\n padding: 0;\n }\n div[panel][flush] {\n padding: 0;\n }\n /* Hidden, not removed: a panel keeps what it holds (the verdict its last answer) while another tab is open. */\n [off] {\n display: none !important;\n }\n /* The part's own numbers inside a group the links draw (size, place): one column, the panel's gap. */\n div[group-fields] {\n display: grid;\n gap: 6px;\n }\n /* The folded 「더 보기」: its title is the fold's handle, at the title's size. */\n section[more] > details > summary {\n padding: 0;\n }\n section[more] > details > summary > h3 {\n margin: 0;\n }\n div[more-body] {\n display: grid;\n gap: 16px;\n margin-top: 12px;\n }\n /*\n The view settings and the release history, opened from the bar over the right of the work: neither is about the\n part chosen, so neither takes a tab beside the part's (chief architect 2026-10-16). The fastening window stands in\n the same place, over the side panel, so the canvas it previews on stays in sight (user 2026-10-19).\n */\n :host {\n position: relative;\n }\n div[side-overlay] {\n position: absolute;\n top: var(--figure-bar-height, 44px);\n right: 8px;\n z-index: 5;\n display: flex;\n flex-direction: column;\n width: min(360px, calc(100% - 16px));\n max-height: calc(100% - var(--figure-bar-height, 44px) - 16px);\n background: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 8px;\n box-shadow: 0 6px 20px rgba(0, 0, 0, 0.16);\n }\n div[overlay-head] {\n display: flex;\n align-items: center;\n justify-content: space-between;\n padding: 8px 8px 8px 12px;\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n div[overlay-head] h3 {\n margin: 0;\n }\n div[overlay-head] button[quiet] {\n margin-left: 0;\n }\n [overlay-body] {\n min-height: 0;\n overflow: auto;\n }\n /* The fastening window keeps to the panel's width: a popup's own sizing made it wider than the panel. */\n div[fasten-panel] > figure-fasten-dialog {\n box-sizing: border-box;\n width: 100%;\n min-width: 0;\n }\n /* Which part the panel speaks of. */\n div[subject] {\n position: sticky;\n top: 0;\n z-index: 1;\n display: grid;\n gap: 4px;\n padding: 10px 12px;\n background: var(--md-sys-color-surface-container-lowest);\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n /* The panel's three sizes (side-panel-styles): the part's kind at the title's, its two lines at the hint's. */\n div[subject-summary] {\n display: grid;\n gap: 2px;\n }\n div[subject-summary] b {\n font-size: var(--ui-t-body, 13px);\n font-weight: 600;\n }\n div[subject-summary] b span {\n font-weight: 400;\n color: var(--md-sys-color-on-surface-variant);\n }\n div[subject-summary] small {\n color: var(--md-sys-color-on-surface-variant);\n }\n /*\n No rule here draws every button as a box: the side's buttons take the shared panel rules (SidePanelStyles), one\n height with the fields beside them, and only the bar's publish keeps an outline (user 2026-10-16: 「버튼 박스도\n 과하게 사용되어서」 -- a bare 「button」 rule had put a 32px box round every button the editor drew).\n */\n button {\n font: inherit;\n box-sizing: border-box;\n color: inherit;\n min-width: 0;\n cursor: pointer;\n }\n /* What blocks release, beside 「발행」: one red word button, and its list under the bar. */\n ox-canvas-bar button[release-blocked] {\n display: inline-flex;\n align-items: center;\n gap: 4px;\n height: 32px;\n padding: 0 14px 0 10px;\n border: none;\n /* Round as save and release beside it: one shape for the bar's end. */\n border-radius: 999em;\n color: var(--md-sys-color-on-error-container);\n background: var(--md-sys-color-error-container);\n }\n ox-canvas-bar button[release-blocked] md-icon {\n --md-icon-size: 18px;\n }\n div[release-blockers] {\n position: absolute;\n top: 46px;\n right: 8px;\n z-index: 6;\n width: min(340px, calc(100% - 16px));\n padding: 8px 10px 10px;\n box-sizing: border-box;\n background: var(--md-sys-color-surface);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 8px;\n box-shadow: var(--md-sys-elevation-2, 0 2px 8px #0003);\n }\n ox-canvas-bar button[publish] {\n border: 1px solid var(--md-sys-color-outline);\n color: var(--md-sys-color-primary);\n background: var(--md-sys-color-surface);\n }\n ox-canvas-bar button[publish][aria-pressed='true'] {\n background: var(--md-sys-color-secondary-container);\n color: var(--md-sys-color-on-secondary-container);\n }\n button:disabled {\n opacity: 0.45;\n cursor: default;\n }\n button[aria-pressed='true'] {\n background: var(--md-sys-color-secondary-container);\n color: var(--md-sys-color-on-secondary-container);\n border-color: var(--md-sys-color-primary);\n }\n .hint {\n color: var(--md-sys-color-on-surface-variant);\n line-height: 1.5;\n }\n`\n"]}
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{"version":3,"file":"editor-styles.js","sourceRoot":"","sources":["../../client/modeller/editor-styles.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,GAAG,EAAE,MAAM,KAAK,CAAA;AAEzB,gHAAgH;AAChH,MAAM,CAAC,MAAM,YAAY,GAAG,GAAG,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Z9B,CAAA","sourcesContent":["import { css } from 'lit'\n\n/** The modeller editor's own styles: the bar's tools, the panes, the start card, the side's tabs and panels. */\nexport const EditorStyles = css`\n :host {\n position: relative;\n display: flex;\n flex-direction: column;\n min-height: 0;\n height: 100%;\n /* The editor folds by the width it is given, not the window's (UX ruling, 2026-09-24). */\n container-type: inline-size;\n /* The app's one face (its typography theme's --theme-font) at the body size: a bare sans-serif here put a second\n face under everything the editor draws, beside the parts list and the shell in the app's own (2026-10-16). */\n font-family: var(--theme-font, ui-sans-serif, system-ui, sans-serif);\n font-size: var(--ui-t-body, 13px);\n color: var(--md-sys-color-on-surface);\n }\n /* The bar over the work is ox-canvas-bar (ADR-0060 decision 8): the folds at its edges, undo, redo and\n fit in the suite's places. What the editor puts in it - the mode switch, the status, save - is styled here. */\n ox-canvas-bar button[mode] {\n height: 28px;\n border: 1px solid transparent;\n padding: 0 10px;\n border-radius: 999em;\n border-color: transparent;\n background: none;\n }\n ox-canvas-bar button[mode][aria-pressed='true'] {\n border-color: var(--md-sys-color-primary);\n }\n /* The gizmo's tools, drawn as the bar's own icon buttons (undo, redo, fit). */\n ox-canvas-bar .gizmo-tools {\n display: inline-flex;\n gap: 2px;\n padding-left: 4px;\n border-left: 1px solid var(--md-sys-color-outline-variant);\n }\n ox-canvas-bar button[tool] {\n display: inline-grid;\n place-items: center;\n width: 32px;\n height: 32px;\n padding: 0;\n border: none;\n border-radius: var(--md-sys-shape-corner-small, 8px);\n background: transparent;\n color: var(--md-sys-color-on-surface-variant);\n cursor: pointer;\n }\n ox-canvas-bar button[tool]:hover:not(:disabled) {\n background: var(--md-sys-color-surface-container-high);\n color: var(--md-sys-color-on-surface);\n }\n ox-canvas-bar button[tool][aria-pressed='true'] {\n background: var(--md-sys-color-secondary-container);\n color: var(--md-sys-color-on-secondary-container);\n }\n ox-canvas-bar button[tool]:disabled {\n opacity: 0.38;\n cursor: default;\n }\n /*\n Slotted into the bar from here, the tools do not get the bar's own icon size (20px, set inside its shadow): they\n showed at md-icon's 24px, heavier than undo, redo and fit beside them. The same size, and the bar's focus ring.\n */\n ox-canvas-bar button[tool] md-icon {\n --md-icon-size: 20px;\n }\n ox-canvas-bar button[tool]:focus-visible {\n outline: 2px solid var(--md-sys-color-primary);\n outline-offset: 1px;\n }\n figure-preview {\n min-width: 0;\n min-height: 0;\n }\n /* The edit canvas stays standing while the preview is in front (a 3D scene costs a third of a second to make), out of sight. */\n div[middle][hidden] {\n display: none;\n }\n /* The preview, once made, stays standing out of sight too: its 3D scene is not made again each time it is asked for. */\n figure-preview[hidden] {\n display: none;\n }\n ox-canvas-bar .status {\n padding: 0 8px;\n color: var(--md-sys-color-on-surface-variant);\n }\n /*\n The bar's two commitments, one shape (user 2026-10-18: 「발행버튼도 저장버튼도 라운드 버튼으로 … 버튼 안에 적절한 아이콘」):\n round, an icon inside, so neither is taken for the other. Save, done many times a day, is the filled one; release,\n a promise to whoever draws the figure, is outlined.\n */\n ox-canvas-bar button[save],\n ox-canvas-bar button[publish] {\n display: inline-flex;\n align-items: center;\n gap: 6px;\n height: 32px;\n padding: 0 14px 0 10px;\n border-radius: 999em;\n font-weight: 600;\n }\n ox-canvas-bar button[save] md-icon,\n ox-canvas-bar button[publish] md-icon {\n --md-icon-size: 18px;\n }\n ox-canvas-bar button[save] {\n border: 1px solid transparent;\n color: var(--md-sys-color-on-primary);\n background: var(--md-sys-color-primary);\n }\n /* The three panes are ox-three-pane's (ADR-0060 decision 8): widths 200 | 1fr | 340, 160 | 300 under\n 860px and one column with the middle first under 560px are the frame's, as are the dividers. */\n ox-three-pane {\n flex: 1;\n min-height: 0;\n }\n figure-parts {\n min-height: 0;\n }\n figure-canvas {\n flex: 1;\n min-width: 0;\n min-height: 0;\n }\n div[middle] {\n position: relative;\n display: flex;\n min-width: 0;\n min-height: 0;\n }\n /* A new figure's first question, over the empty canvas. */\n div[start] {\n position: absolute;\n inset: 50% auto auto 50%;\n z-index: 10;\n color: var(--md-sys-color-on-surface);\n transform: translate(-50%, -50%);\n width: min(440px, calc(100% - 32px));\n box-sizing: border-box;\n padding: 20px;\n border-radius: 12px;\n background: var(--md-sys-color-surface, #fff);\n box-shadow: 0 6px 24px rgba(0, 0, 0, 0.18);\n }\n div[start] button[start-button] {\n width: auto;\n margin: 0;\n font-size: var(--ui-t-body);\n height: 36px;\n padding: 0 16px;\n border: 1px solid var(--md-sys-color-outline);\n border-radius: 999em;\n color: var(--md-sys-color-primary);\n background: var(--md-sys-color-surface, #fff);\n cursor: pointer;\n }\n div[start] button[start-button]:hover:not(:disabled) {\n background: var(--md-sys-color-primary-container);\n }\n div[start] button[start-button][pressed] {\n color: var(--md-sys-color-on-primary);\n background: var(--md-sys-color-primary);\n border-color: var(--md-sys-color-primary);\n }\n div[start] button[start-button]:disabled {\n opacity: 0.5;\n cursor: default;\n }\n div[start] h2 {\n margin: 0 0 12px;\n font-size: var(--ui-t-title);\n }\n div[start-paths] {\n display: grid;\n gap: 14px;\n }\n div[start-paths] h3 {\n margin: 0 0 6px;\n font-size: var(--ui-t-body);\n }\n div[start-shapes] {\n display: flex;\n gap: 8px;\n flex-wrap: wrap;\n }\n div[start] small {\n display: block;\n margin-top: 4px;\n color: var(--md-sys-color-on-surface-variant);\n }\n /* The side: tabs over one panel at a time, each using the whole height. */\n /*\n The side's words at the panel's size (side-panel-styles: titles body, the rest small). The editor's host is at body\n for the bar, and the fields the editor drew itself -- the part's name -- stood a step larger than every other field.\n */\n aside {\n display: flex;\n flex-direction: column;\n min-height: 0;\n font-size: var(--ui-t-small, 11.5px);\n background: var(--md-sys-color-surface-container-lowest);\n }\n div[tabs] {\n display: flex;\n flex: none;\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n button[tab] {\n flex: 1;\n position: relative;\n display: flex;\n flex-direction: column;\n align-items: center;\n justify-content: center;\n gap: 1px;\n min-width: 0;\n height: 48px;\n padding: 0;\n border: none;\n border-radius: 0;\n border-bottom: 2px solid transparent;\n background: none;\n color: var(--md-sys-color-on-surface-variant);\n }\n button[tab]:hover:not([on]) {\n background: var(--md-sys-color-surface-container);\n }\n button[tab][on] {\n color: var(--md-sys-color-primary);\n border-bottom-color: var(--md-sys-color-primary);\n }\n button[tab] md-icon {\n font-size: 20px;\n width: 20px;\n height: 20px;\n }\n button[tab] span[tab-label] {\n max-width: 100%;\n overflow: hidden;\n font-size: var(--ui-t-micro, 11px);\n line-height: 1.2;\n white-space: nowrap;\n text-overflow: ellipsis;\n }\n /* A range's two ends read as one: smallest – largest. */\n div[pair][range] {\n align-items: center;\n }\n div[pair][range] > span[dash] {\n flex: none;\n color: var(--md-sys-color-on-surface-variant);\n }\n /* The sections inside carry the margins (side-panel-styles); the panel only scrolls. */\n div[panel] {\n flex: 1;\n min-height: 0;\n overflow: auto;\n padding: 0;\n }\n div[panel][flush] {\n padding: 0;\n }\n /* Hidden, not removed: a panel keeps what it holds (the verdict its last answer) while another tab is open. */\n [off] {\n display: none !important;\n }\n /* The part's own numbers inside a group the links draw (size, place): one column, the panel's gap. */\n div[group-fields] {\n display: grid;\n gap: 6px;\n }\n /* The folded 「더 보기」: its title is the fold's handle, at the title's size. */\n section[more] > details > summary {\n padding: 0;\n }\n section[more] > details > summary > h3 {\n margin: 0;\n }\n div[more-body] {\n display: grid;\n gap: 16px;\n margin-top: 12px;\n }\n /*\n The view settings and the release history, opened from the bar over the right of the work: neither is about the\n part chosen, so neither takes a tab beside the part's (chief architect 2026-10-16). The fastening window stands in\n the same place, over the side panel, so the canvas it previews on stays in sight (user 2026-10-19).\n */\n :host {\n position: relative;\n }\n div[side-overlay] {\n position: absolute;\n top: var(--figure-bar-height, 44px);\n right: 8px;\n z-index: 5;\n display: flex;\n flex-direction: column;\n width: min(360px, calc(100% - 16px));\n max-height: calc(100% - var(--figure-bar-height, 44px) - 16px);\n background: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 8px;\n box-shadow: 0 6px 20px rgba(0, 0, 0, 0.16);\n }\n div[overlay-head] {\n display: flex;\n align-items: center;\n justify-content: space-between;\n padding: 8px 8px 8px 12px;\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n div[overlay-head] h3 {\n margin: 0;\n }\n div[overlay-head] button[quiet] {\n margin-left: 0;\n }\n [overlay-body] {\n min-height: 0;\n overflow: auto;\n }\n /* Which part the panel speaks of. */\n div[subject] {\n position: sticky;\n top: 0;\n z-index: 1;\n display: grid;\n gap: 4px;\n padding: 10px 12px;\n background: var(--md-sys-color-surface-container-lowest);\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n /* The panel's three sizes (side-panel-styles): the part's kind at the title's, its two lines at the hint's. */\n div[subject-summary] {\n display: grid;\n gap: 2px;\n }\n div[subject-summary] b {\n font-size: var(--ui-t-body, 13px);\n font-weight: 600;\n }\n div[subject-summary] b span {\n font-weight: 400;\n color: var(--md-sys-color-on-surface-variant);\n }\n div[subject-summary] small {\n color: var(--md-sys-color-on-surface-variant);\n }\n /*\n No rule here draws every button as a box: the side's buttons take the shared panel rules (SidePanelStyles), one\n height with the fields beside them, and only the bar's publish keeps an outline (user 2026-10-16: 「버튼 박스도\n 과하게 사용되어서」 -- a bare 「button」 rule had put a 32px box round every button the editor drew).\n */\n button {\n font: inherit;\n box-sizing: border-box;\n color: inherit;\n min-width: 0;\n cursor: pointer;\n }\n /* What blocks release, beside 「발행」: one red word button, and its list under the bar. */\n ox-canvas-bar button[release-blocked] {\n display: inline-flex;\n align-items: center;\n gap: 4px;\n height: 32px;\n padding: 0 14px 0 10px;\n border: none;\n /* Round as save and release beside it: one shape for the bar's end. */\n border-radius: 999em;\n color: var(--md-sys-color-on-error-container);\n background: var(--md-sys-color-error-container);\n }\n ox-canvas-bar button[release-blocked] md-icon {\n --md-icon-size: 18px;\n }\n div[release-blockers] {\n position: absolute;\n top: 46px;\n right: 8px;\n z-index: 6;\n width: min(340px, calc(100% - 16px));\n padding: 8px 10px 10px;\n box-sizing: border-box;\n background: var(--md-sys-color-surface);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 8px;\n box-shadow: var(--md-sys-elevation-2, 0 2px 8px #0003);\n }\n ox-canvas-bar button[publish] {\n border: 1px solid var(--md-sys-color-outline);\n color: var(--md-sys-color-primary);\n background: var(--md-sys-color-surface);\n }\n ox-canvas-bar button[publish][aria-pressed='true'] {\n background: var(--md-sys-color-secondary-container);\n color: var(--md-sys-color-on-secondary-container);\n }\n button:disabled {\n opacity: 0.45;\n cursor: default;\n }\n button[aria-pressed='true'] {\n background: var(--md-sys-color-secondary-container);\n color: var(--md-sys-color-on-secondary-container);\n border-color: var(--md-sys-color-primary);\n }\n .hint {\n color: var(--md-sys-color-on-surface-variant);\n line-height: 1.5;\n }\n`\n"]}
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