ice-web-components 1.0.0 → 1.2.0

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package/README.md CHANGED
@@ -27,31 +27,24 @@ rings and shadows) is drawn by the engine.
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  - **Bootstrap 5 token theme** (plus a dark theme) — swap with one call.
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  - **No name collisions with the engine** — the package’s runtime exports are
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  disjoint from `ice-render`’s (there is a regression test for it).
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- - **Actually tested** — 705 unit tests (98 suites: form validation, overlay
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+ - **Actually tested** — 749 unit tests (101 suites: form validation, overlay
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  positioning, keyboard navigation, sort/hover/focus edge cases, the Minesweeper,
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- Tetris and Snake rule models) plus five browser QA suites (`qa:admin`, `qa:gallery`,
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- `qa:workbench`, `qa:xp`, `qa:arcade` — 198 assertions) that drive the demo pages with
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+ Tetris, Snake, 2048 and CHIP-8 rule/machine models, the pixel canvas and the undo
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+ stack) plus six browser QA suites (`qa:admin`, `qa:gallery`, `qa:workbench`, `qa:xp`,
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+ `qa:arcade`, `qa:pixel` — 232 assertions) that drive the demo pages with
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  real mouse and keyboard events and fail on any console error.
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  ## Quick start
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- > **Install**: `1.0.0` is the first tagged release. The engine (`ice-render`) is on npm;
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- > the component library ships as a tarball / git dependency for now use one of the following:
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+ > **Install**: both packages are on npm now `npm install ice-web-components` (it pulls
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+ > `ice-render` as a dependency). `1.0.0` is the first published release; from a checkout you
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+ > can also `npm install /path/to/ice-web-components` or `npm install git+https://github.com/ice-render/ice-web-components.git`.
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  ```bash
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- # a local path (the usual thing inside a monorepo / workspace)
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- npm install /path/to/ice-web-components
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-
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- # ② straight from git
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- npm install git+https://github.com/ice-render/ice-web-components.git
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-
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- # ③ pack it, then install the tarball
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- (cd /path/to/ice-web-components && npm pack) # produces ice-web-components-0.0.1.tgz
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- npm install /path/to/ice-web-components-0.0.1.tgz
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+ npm install ice-web-components # + ice-render, pulled automatically
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  ```
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- All three pull the `ice-render@^1.3.0` dependency from npm. The published tarball
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- contains `dist/` only (cjs + esm + umd + type declarations).
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+ The published tarball contains `dist/` only (cjs + esm + umd + type declarations).
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  ```ts
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  import { ICE } from 'ice-render';
@@ -224,8 +217,8 @@ that window is active; closing the window stops its step timer.
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  Not a web page but a **handheld console**: the shell, the screen bezel, the HUD cards,
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  the buttons and the sound switch are all ICE components, and there is not a single
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- bitmap asset in the picture. Three cartridges are plugged in, and the cartridge row at
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- the top switches between them (a fourth slot, Chinese chess, is disabled for now).
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+ bitmap asset in the picture. Four cartridges are plugged in, and the cartridge row at
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+ the top switches between them (a fifth slot, Chinese chess, is disabled for now).
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  | | |
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  |---|---|
@@ -256,10 +249,32 @@ weight and text colour, so a 4×4 board with 16 numbers is still one node.
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  ![ICE Arcade · 2048](docs/images/arcade-2048.png)
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- Both games are pure models that never touch the canvas; the page only reads the model
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+ **Cartridge 4 CHIP-8** (`ICEChip8Model`, 19 unit tests). The odd one out: instead of
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+ “the rules of a game” it is **an actual virtual machine** — 4 KB of memory, `V0`–`VF`,
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+ the 16-bit `I` register, a 64×32 monochrome framebuffer, two 60 Hz timers and a 16-key
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+ keypad. 35 opcodes are implemented (`00E0` / `1NNN` / `2NNN` / `DXYN` / `EX9E` / `FX0A` /
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+ `FX29` / `FX33` / `FX55` …), including `DXYN`’s XOR drawing with the classic
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+ `VF = collision` flag and `FX0A` blocking key waits.
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+
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+ The console ships a **self-written demo ROM** (no external ROM, no copyright questions):
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+ it clears the screen, draws an 8×8 smiley, moves it, flips its velocity when a wall is
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+ reached, and loops — which exercises conditional skips and two’s-complement arithmetic
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+ as well as drawing. Both the 2048-cell framebuffer and the 4×4 machine keypad are single
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+ `ICETileMap` nodes; the keys light up while pressed, which makes the `keydown` / `keyup`
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+ path visible. On that cartridge the machine owns its 16 keys (`1 2 3 4 / Q W E R / A S D F
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+ / Z X C V`), so the console hands even `R` to the ROM and keeps `P` for pause.
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+
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+ ![ICE Arcade · CHIP-8](docs/images/arcade-chip8.png)
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+
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+ All four games are pure models that never touch the canvas; the page only reads the model
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  and paints cells. Switching a cartridge tears the old board down, builds the new one
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- and re-captions the HUD, so a third game is a registry entry plus a `mount()`.
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- Switching away from the tab pauses whatever is running.
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+ and re-captions the HUD, so another game is a registry entry plus a `mount()`.
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+ Switching away from the tab pauses whatever is running (CHIP-8 also drops its pressed
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+ keys, otherwise a lost `keyup` would leave `FX0A` waiting forever).
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+
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+ | Pause overlay (`已暂停`) |
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+ |---|
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+ | ![ICE Arcade paused](docs/images/arcade-paused.png) |
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  Under the hood this page is where the engine work happens:
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@@ -279,6 +294,10 @@ Under the hood this page is where the engine work happens:
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  - Toasts are **replaced, not stacked**: a console only needs one status line, and the QA
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  caught a stack of three toasts covering the cartridge row (the click never reached the
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  button). `ICEMessage` still supports stacking for pages that want it.
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+ - CHIP-8 also drove two engine fixes: an offscreen-cache bug where a bitmap baked the
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+ *ancestor’s* opacity (so the pause plate faded in but its “已暂停” text never appeared —
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+ translucent subtrees are no longer cached, and stale bitmaps are dropped), and
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+ keyboard routing that lets a cartridge declare the keys it owns.
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  | Leaderboard (`ICEModal` + `ICETable` + `ICEScrollPane`) |
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  |---|
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  > A game page keeps the keyboard for itself; mouse hover still goes through
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  > `ICEHoverManager`.
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+ ### `pixel-editor.html` — ICE Pixel Studio (a real pixel editor)
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+
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+ The other direction: instead of “draw a business screen”, this page is a **tool**.
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+ The canvas, tool palette, colour swatches and status bar are all components — only the
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+ pixels themselves are self-drawn, as a single `ICETileMap` node. Pencil, eraser, line,
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+ rectangle and flood fill, undo/redo, and PNG + SVG export.
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+
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+ ![ICE Pixel Studio](docs/images/pixel-editor.png)
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+ Two pure models carry it (no canvas involved):
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+ ```ts
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+ import { ICEPixelModel, ICEHistoryModel } from 'ice-web-components';
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+
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+ const model = new ICEPixelModel({ rows: 32, cols: 32, palette: PALETTE, background: 0 });
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+ model.setPixel(4, 4, 1); // live change; returns whether it really changed
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+ model.drawLine(0, 0, 0, 7, 2); // Bresenham
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+ model.fill(3, 3, 5); // 4-neighbour flood fill (iterative, no recursion)
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+ model.commit(); // one commit = one undo step
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+ model.toSVG({ cellSize: 16 }); // run-length merged SVG string
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+ model.toRGBA(16); // feed it straight into ImageData for PNG export
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+ ```
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+
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+ The three decisions worth stealing:
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+
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+ 1. **History is per *operation*, not per pixel** — a 20-cell drag pushes exactly one
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+ snapshot (`mousedown` paints, `mouseup` commits). Otherwise undo would need 20
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+ presses to walk one stroke back, which decides whether a 1024-cell editor is usable.
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+ `ICEHistoryModel` itself is a plain generic stack (push clears redo, trims to a limit,
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+ notifies with a reason) — reusable for kanban or table editing too.
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+ 2. **Preview via the highlight layer, not “draw then undo”** — dragging a line or a
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+ rectangle lights up `ICETileMap.setHighlights()` from `getLineCells()` /
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+ `getRectCells()`, and only `mouseup` commits. Preview and painting share the same
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+ coordinate API, so the preview is exactly what you get (a unit test paints both and
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+ compares cell by cell).
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+ 3. **Export is pure** — `toSVG()` merges horizontal runs into single `<rect>`s (the
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+ 32×32 smiley emits 20 elements, not 1024), and `toRGBA(scale)` hands the page an
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+ `ImageData` buffer; only the page touches `canvas.toDataURL()`. The QA asserts on the
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+ data: the PNG check decodes the **IHDR** chunk to prove the bitmap is 512×512.
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+
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+ > A component gap this page closed: `ICETileMap` cached `rows`/`cols`/`cellSize` in
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+ > instance fields, so resizing with only `setState({ rows, cols })` left the internals
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+ > stale and the next `setTiles` threw (“expected 1024 cells, got 256”). There is now a
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+ > proper `setSize(rows, cols, cellSize?)` that updates the internals, the state and the
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+ > default width/height in one go, and clears the old cell data.
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+
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  ## Components
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  | Group | Components |
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  | Feedback & status | `ICEAlert` `ICEModal` `ICEDrawer` `ICEMessage` `ICENotification` `ICETooltip` `ICEPopover` `ICEPopconfirm` `ICETour` `ICEFloatButton` `ICEEmpty` `ICESkeleton` `ICESpin` `ICEResult` `ICESteps` `ICEOverlayManager` |
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  | Navigation | `ICEMenu` `ICEBreadcrumb` `ICEAnchor` `ICEBackTop` `ICEDropdown` `ICEPagination` `ICETabs` |
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  | Layout & core | `ICEWidget` `ICEContainer` `ICEHoverManager` `ICEFocusManager` `ICEMessageManager` `ICEManager` (`ICEPainter` / `ICELayoutManager` are types) |
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- | Models | `ICEButtonModel` `ICEToggleModel` `ICEBoundedRangeModel` `ICESelectionModel` `ICEFormModel` |
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+ | Models | `ICEButtonModel` `ICEToggleModel` `ICEBoundedRangeModel` `ICESelectionModel` `ICEFormModel` `ICEHistoryModel` `ICEPixelModel` `ICETetrisModel` `ICESnakeModel` `ICE2048Model` `ICEChip8Model` `ICEMinesweeperModel` `ICEHighScoreModel` |
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  Helper functions: `attachTooltip` `attachPopover` `attachPopconfirm` `attachDropdown`
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  `openModal` `openDrawer` `getICEOverlayManager` `getICEFocusManager` `getICEMessageManager`
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  `formatStatisticValue` `formatCountdown` `truncateTextLines` `buildMonthGrid` `formatCalendarDate`
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- `openImagePreview` `tween` `fadeIn` `fadeOut` `slideIn` `scaleIn` and friends.
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+ `openImagePreview` `icePixelParseColor` `tween` `fadeIn` `fadeOut` `slideIn` `scaleIn` and friends.
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  ## Theme
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@@ -440,6 +505,11 @@ npm run qa:xp
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  # real clicks on the HUD
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  npm run qa:arcade
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+ # browser QA for examples/pixel-editor.html: drawing with a real mouse (pencil drag,
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+ # line/rect preview, flood fill, eraser), undo/redo via buttons and Ctrl+Z/Y, and the
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+ # PNG (IHDR-checked) / SVG exports
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+ npm run qa:pixel
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+
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  # docs: regenerate the API reference and check relative links
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  npm run docs
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  ```