# Phase 9 Prop Editor — Round 2 (Usability & Interaction Fixes) Status: **approved** (2026-09-18; all open choices resolved — two deviations: "Create Point" stays **outline-only**, and `prop_theme.json` keeps `version` **"1.0"**). Source: five user feedback points against the shipped Round 1 Prop Editor (`scripts/editors/prop/prop_canvas.gd`, `scripts/editors/prop/prop_editor.gd`, `prop_theme.json`). --- ## 0. Feedback summary (verbatim intent) 1. **Rotation is very hard** — replace the ring-above-bbox with the stickman editor's bottom rotation dot (small dot below the bbox bottom-center, generous hit radius, incremental-angle drag, keep Ctrl 15° snap). 2. **Vertex node circles are too large and should stay constant screen-size** — diagnose what is actually read as "too large" and shrink the offending gizmos; keep vertex handles at the stickman editor's 3 px. 3. **"Create Point" along a segment does nothing** — diagnose the true root cause and give immediate visible feedback; decide whether it is available anywhere on the shape. 4. **Mode separation: vertex editing vs transform editing** — design an explicit interaction model (evaluate ≥2 models, recommend one), with a canvas-owned mode + public API. 5. **Kid-friendly UI** — bigger text, friendlier plain-language copy, larger hit targets, higher-contrast widget styling, via a `ui` section in `prop_theme.json` (local-theme-only). --- ## 1. Diagnoses ### 1.1 Point 3 — "Create Point" appears to do nothing (root cause + evidence) The wiring is correct (`MENU_CREATE_POINT` → `_create_point_on_edge` → `insert_vertex`), so the failure is perceptual, not mechanical. Evidence from `scripts/editors/prop/prop_canvas.gd`: 1. **Collinear insertion (primary cause).** `_create_point_on_edge` (lines 951–975) inserts the new vertex at the **exact segment midpoint**: ```gdscript var midpoint: Vector2 = (pts[best_edge] + pts[(best_edge + 1) % pts.size()]) * 0.5 insert_vertex(_selected_shape_idx, insert_idx, midpoint) ``` On any straight edge (box, plank, triangle side, line) the midpoint lies **on the same line** as its two neighbours. The polygon fill and outline are therefore geometrically identical before/after the insert — nothing changes visually. (The inserted vertex is collinear and would also be stripped by `sanitize_shape()` on the next vertex/rotate/scale commit, since `TerrainUtils.sanitize_points` drops collinear vertices.) 2. **The new handle is small and low-contrast.** `insert_vertex` flags the vertex `USER_CREATED` (line 298), and `_draw_shape` renders it as a hollow rectangle of `HANDLE_HOLLOW_SIZE / _zoom * 0.5` (≈3 px half-size) in **white** (`HANDLE_COLOR`, line 578). Over a light fill or at small zoom this is nearly invisible, so even the handle is not noticed. (Note: the stickman editor color-matches these to the shape — see 1.2.) 3. **Discoverability.** "Create Point" only appears when `_is_point_near_outline` is true (line 730), i.e. a right-click within `EDGE_HIT_THRESHOLD / _zoom` (12 px) of an outline edge. Right-clicking the body of a filled shape shows Copy/Paste/Delete instead — a kid right-clicks the *middle* of the shape and never sees the option. **Recommendation (see §2.4 / §4.3):** insert at the **cursor's projection onto the nearest segment** (clamped), **auto-select the shape**, **emit a `vertex_created` signal**, and flash the new vertex with a short pulsing highlight. Auto-begin-drag is evaluated as an alternative in §5. **User-approved resolution:** "Create Point" stays **outline-only** (the current `EDGE_HIT_THRESHOLD / _zoom` gating is kept). ### 1.2 Point 2 — what is actually read as "too large" (evidence) The vertex handles are **not** the problem: they already divide by `_zoom` (3 px constant, lines 35, 576). The two things a user actually reads as "giant vertex circles" are the other two gizmos drawn on selection (`_draw_selection_gizmos`, lines 582–595): | Gizmo | Current draw | Effective on-screen size | Read as | | --- | --- | --- | --- | | Corner **scale handles** | `draw_circle(corner, SCALE_HANDLE_DISTANCE / _zoom, …)` (line 590) | **8 px radius filled circles** (16 px diameter) at the four bbox corners | four "giant vertex handles" | | **Rotate ring** | `draw_arc(ring_center, ROTATE_RING_RADIUS / _zoom, …)` (line 595) + connector line | **40 px-radius ring** floating above the bbox | another "giant handle" | | Vertex handles | `draw_circle(pts[j], HANDLE_RADIUS / _zoom, …)` (line 576) | 3 px — already correct | — | Two further divergences from the stickman editor worth fixing while here: - Vertex handles are drawn **white** (`HANDLE_COLOR`, line 574) instead of **color-matched** to the shape (`body_part_panel.gd` lines 399–407: `handle_color := color`, yellow while dragging). Color-matching makes 3 px handles legible and distinct from gizmos. - The rotate ring's hit test (line 1097–1103) is a fuzzy `maxf(12/zoom, ring*0.3)` circle — generous but at an awkward location (above the shape), which is why rotation is hard (point 1). --- ## 2. Static contracts ### 2.1 Constants — rotation dot + scale crosses (mirror `whole_stickman_preview.gd`) Replace the ring/scale-circle constants. New values are **exactly** the stickman editor's (`whole_stickman_preview.gd` lines 31–35): ```gdscript # prop_canvas.gd — REMOVE: # const ROTATE_RING_RADIUS: float = 40.0 # const SCALE_HANDLE_DISTANCE: float = 8.0 # (keep HANDLE_RADIUS / HANDLE_RADIUS_SELECTION / HANDLE_HOLLOW_SIZE / EDGE_HIT_THRESHOLD) # prop_canvas.gd — ADD (mirror whole_stickman_preview exactly): const ROTATION_CIRCLE_RADIUS: float = 5.0 # draw radius, divided by _zoom const ROTATION_CIRCLE_HIT_RADIUS: float = 12.0 # hit radius, divided by _zoom const ROTATION_CIRCLE_OFFSET: float = 26.0 # bbox bottom-center -> dot center (world) const SCALE_CROSS_SIZE: float = 5.0 # cross arm length, divided by _zoom const SCALE_CROSS_HIT_RADIUS: float = 12.0 # hit radius, divided by _zoom ``` **Drawing** (`_draw_selection_gizmos`): ```gdscript var b: Rect2 = _shape_bbox(sd) if b.size == Vector2.ZERO: return # Bounding box (unchanged) draw_rect(b, GIZMO_COLOR, false, 1.5 / _zoom) # Rotation dot BELOW the bbox bottom-center (was the ring above) var rot_center := Vector2(b.position.x + b.size.x * 0.5, b.end.y + ROTATION_CIRCLE_OFFSET) draw_circle(rot_center, ROTATION_CIRCLE_RADIUS / _zoom, GIZMO_COLOR) # Corner scale CROSSES (was filled circles) var cross_half := SCALE_CROSS_SIZE / _zoom for corner: Vector2 in [b.position, Vector2(b.end.x, b.position.y), b.end, Vector2(b.position.x, b.end.y)]: draw_line(corner + Vector2(-cross_half, 0), corner + Vector2(cross_half, 0), GIZMO_COLOR, 1.5 / _zoom) draw_line(corner + Vector2(0, -cross_half), corner + Vector2(0, cross_half), GIZMO_COLOR, 1.5 / _zoom) ``` **Rotation dot hit-test** (replaces `_hit_test_rotate_ring`): ```gdscript func _hit_test_rotation_dot(sd: Dictionary, world_pos: Vector2) -> bool: var b: Rect2 = _shape_bbox(sd) if b.size == Vector2.ZERO: return false var rot_center := Vector2(b.position.x + b.size.x * 0.5, b.end.y + ROTATION_CIRCLE_OFFSET) return world_pos.distance_to(rot_center) <= ROTATION_CIRCLE_HIT_RADIUS / _zoom ``` **Scale cross hit-test** (replaces `_hit_test_scale_corner` threshold): ```gdscript var threshold: float = SCALE_CROSS_HIT_RADIUS / _zoom # was SCALE_HANDLE_DISTANCE / _zoom ``` ### 2.2 Rotation drag — incremental angle accumulation (point 1, hard-to-rotate fix) The current drag is **absolute-from-start** (`_rotate_start_angle` set at press, `delta = current_angle − start` each frame, lines 765–770, 841–843) — it jumps when the cursor crosses ±180°. Adopt the stickman editor's incremental accumulation (`whole_stickman_preview.gd` lines 767–794): ```gdscript # State (replace _rotate_start_angle): var _rotate_total_delta: float = 0.0 var _rotate_prev_angle: float = 0.0 # On press (_handle_left_press, rotation branch): _drag_mode = DragMode.ROTATE _rotate_center = _shape_bbox(sd).get_center() _rotate_total_delta = 0.0 _rotate_prev_angle = rad_to_deg(_rotate_center.angle_to_point(world_pos)) _gizmo_base_points = PackedVector2Array(sd.get("points", PackedVector2Array())) # On motion (_handle_drag_motion, DragMode.ROTATE): var current_angle := rad_to_deg(_rotate_center.angle_to_point(world_pos)) var frame_delta := current_angle - _rotate_prev_angle if frame_delta > 180.0: frame_delta -= 360.0 elif frame_delta < -180.0: frame_delta += 360.0 _rotate_total_delta += frame_delta _rotate_prev_angle = current_angle var delta := deg_to_rad(_rotate_total_delta) if ctrl_pressed: delta = snappedf(delta, deg_to_rad(ROTATION_SNAP_DEG)) # apply delta to _gizmo_base_points about _rotate_center (unchanged math) ``` ### 2.3 Mode separation — enum, state, signals, public API (point 4) **Recommended model: (a) two explicit modes** with a kid-friendly segmented toggle. Rationale and rejected alternatives in §2.3.1 and §5. ```gdscript # prop_canvas.gd enum EditMode { TRANSFORM, POINTS } # kid-facing labels: "Move & Resize" / "Edit Points" signal mode_changed(mode: int) # emitted only when the mode actually changes var _edit_mode: EditMode = EditMode.TRANSFORM # default on load func set_edit_mode(mode: int) -> void: var m: int = TRANSFORM if mode != POINTS else POINTS # clamp anything unknown to TRANSFORM if m == _edit_mode: return _edit_mode = m _drag_mode = DragMode.NONE # cancel any in-progress drag _dragging_vertex = -1 queue_redraw() mode_changed.emit(_edit_mode) func get_edit_mode() -> int: return _edit_mode ``` **Mode ↔ existing public API mapping** (the mode gates *input*, not the math APIs — tests and programmatic callers keep working in either mode): | API | Mode behaviour | | --- | --- | | `insert_vertex` / `remove_vertex` | mode-agnostic (programmatic); only the **context menu** hides "Create/Remove Point" outside POINTS mode | | `translate_selected` / `rotate_selected` / `scale_selected` | mode-agnostic (programmatic; tests) | | `sanitize_shape`, `set_shape_data`, `clear`, `copy_shape`, `paste_shape`, `mirror_x/y`, `bring_forward/send_back` | mode-agnostic | | `select` / `deselect` / `get_selected_index` | mode-agnostic; do **not** change the mode | | `set_shape_data` / `clear` | do **not** reset the mode (tool preference persists, like snap) — see §5 | **Drawing rules per mode** (`_draw_shape` + `_draw_selection_gizmos`): | Element | TRANSFORM | POINTS | | --- | --- | --- | | Bounding box (`draw_rect`) | ✔ | — (replaced by a light selection outline) | | Rotation dot | ✔ | — | | Scale crosses | ✔ | — | | Vertex handles (color-matched circles / hollow rects) | — | ✔ | | Selection outline polyline (white, `2.5 / _zoom`) | ✔ (light) | ✔ | **Hit-test priority per mode** (`_handle_left_press`): ```text TRANSFORM (default): 1. rotation dot -> DragMode.ROTATE 2. scale cross corner -> DragMode.SCALE 3. shape body (front→back, fill/outline) -> DragMode.TRANSLATE + select 4. empty -> deselect POINTS: 1. vertex (selected shape first, then others front→back) -> DragMode.VERTEX 2. shape body -> select only (NO translate) # see §5 open choice 3. empty -> deselect ``` **Right-click context menu per mode** (`_handle_right_click`): ```text POINTS: on a vertex -> "Remove Point" (only item) on a shape -> "Create Point" + Copy/Paste/Delete/Mirror X/Mirror Y/Bring Forward/Send Back empty canvas -> Add Box/Ball/Plank/Triangle/Line/Circle (+ Paste if clipboard) TRANSFORM: on a shape -> Copy/Paste/Delete/Mirror X/Mirror Y/Bring Forward/Send Back (no Create/Remove Point) empty canvas -> Add primitives (+ Paste if clipboard) ``` ### 2.3.1 Model evaluation (point 4) - **(a) Two explicit modes + segmented toggle — RECOMMENDED.** Predictable, no keyboard, no ambiguity between "grab a vertex" and "move the whole shape". Mode state is canvas-owned with a public API (`set_edit_mode`/`get_edit_mode` + `mode_changed`), so the editor's toggle drives it and the headless suite can assert it. Cost: the kid must learn two modes and switch; the toggle lives next to the canvas (always visible) and the default (`TRANSFORM`) matches the most common first action ("move my shape"). - **(b) Automatic context switching — rejected.** Clicking a vertex enters points mode, clicking the body transforms. A vertex sits *on* the body, so the two hit targets overlap; accidental vertex drags while trying to move a shape (and vice-versa) are exactly the conflict the user reported. Harder to assert headlessly, and the "current mode" is invisible until you miss. - **(c) Per-selection mode + inspector "Edit Points" button — rejected as primary.** Clean, but the affordance is hidden in the inspector column and changes per selection, which is less discoverable for 7–12 year-olds than an always-visible toggle. (Its "Edit Points" button is kept as an optional secondary affordance — see §5.) ### 2.4 Create Point — new public API + feedback (point 3) ```gdscript signal vertex_created(shape_idx: int, vertex_idx: int) # Returns the new vertex index, or -1 if no segment/point could be inserted. func create_point_on_edge(world_pos: Vector2) -> int: # find nearest segment (existing _point_to_segment_distance loop, closed-aware) # projection := a + ab * clampf(ap.dot(ab)/ab_len_sq, 0, 1) # cursor projected onto segment # insert_idx := best_edge + 1 (closed wrap: pts.size()) insert_vertex(_selected_shape_idx, insert_idx, projection) vertex_created.emit(_selected_shape_idx, insert_idx) _flash_vertex = insert_idx _flash_remaining = FLASH_DURATION # §2.4.1 queue_redraw() return insert_idx ``` `_create_point_on_edge` (private) is refactored to delegate to `create_point_on_edge` (public), so the projection + signal + flash path is directly testable. ```gdscript const FLASH_DURATION: float = 0.6 # seconds const FLASH_RING_RADIUS: float = 12.0 # max ring radius, divided by _zoom var _flash_vertex: int = -1 var _flash_remaining: float = 0.0 ``` **2.4.1 Flash feedback (recommended over auto-begin-drag).** `_process(delta)` decrements `_flash_remaining`; `_draw_shape` draws a pulsing ring around the flashing vertex: ```gdscript if j == _flash_vertex and _flash_remaining > 0.0: var t := 1.0 - _flash_remaining / FLASH_DURATION var ring_r := FLASH_RING_RADIUS * (0.5 + 0.5 * t) / _zoom draw_arc(pts[j], ring_r, 0.0, TAU, 24, Color.YELLOW, 2.0 / _zoom) ``` Rationale: a flash + visible (color-matched, §2.1) hollow handle is non-modal and unmistakeable; auto-begin-drag after a right-click menu choice can feel like the vertex "ran away" or the tool got stuck. (Auto-drag remains an open choice — §5.) ### 2.5 Kid-friendly UI — theme additions, accessors, copy (point 5) **Schema version: user-approved to stay `"1.0"`** (the new top-level `ui` section is additive; no existing-key meaning changes). `PropTheme.load_from` is already version-agnostic (it deep-merges and never rejects on `version`), so an older file without `ui` still loads with fallbacks. New section (committed `res://prop_theme.json` and `PropTheme.DEFAULT_CONFIG`): ```json "ui": { "fonts": { "body": 16, "header": 20, "menu": 16, "status": 14 }, "hit_targets": { "button_min_height": 36, "row_min_height": 36 }, "colors": { "text": "#F2F2F2", "text_muted": "#9A9A9A", "border": "#FFFFFF33", "accent": "#4FA3FF" } } ``` New `PropTheme` accessors (clamped, fallback → `DEFAULT_CONFIG`): ```gdscript func font_body() -> int: return integer("ui.fonts.body", 16, 8, 72) func font_header() -> int: return integer("ui.fonts.header", 20, 8, 96) func font_menu() -> int: return integer("ui.fonts.menu", 16, 8, 72) func font_status() -> int: return integer("ui.fonts.status", 14, 8, 72) func button_min_height() -> int: return integer("ui.hit_targets.button_min_height", 36, 16, 200) func row_min_height() -> int: return integer("ui.hit_targets.row_min_height", 36, 16, 200) func text_color() -> Color: return color("ui.colors.text", Color("#F2F2F2")) func text_muted_color() -> Color: return color("ui.colors.text_muted", Color("#9A9A9A")) func border_color() -> Color: return color("ui.colors.border", Color(1.0, 1.0, 1.0, 0.2)) func accent_color() -> Color: return color("ui.colors.accent", Color("#4FA3FF")) ``` `prop_editor.gd` `_build_control_theme()` replaces the hardcoded `14`/`16` font sizes and the hardcoded text/border colors with these tokens; `_build_inspector()` applies `button_min_height` to buttons and `row_min_height` to inspector rows (`custom_minimum_size.y`). Local `Theme` only — **no global GUI mutation**. **Copy changes (plain-language, no emojis):** | Current | Proposed | | --- | --- | | "Add" (button) | "Add a Shape" | | "Delete Shape" (inspector button) | "Erase Shape" | | "Delete" (context menu) | "Erase" | | "Mirror X" / "Mirror Y" (context menu) | "Flip Left-Right" / "Flip Up-Down" | | "Create Point" / "Remove Point" | keep ("Create Point" / "Remove Point") | | "Bring Forward" / "Send Back" | keep ("Bring Forward" / "Send Back") | | "Selected Shape" / "Add Shape" (section headers) | keep, but rendered at `font_header` | ("Erase" vs "Delete", and whether to also relabel Mirror as "Flip", are open choices — §5.) --- ## 3. Task-to-implementation mapping & acceptance criteria | # | Feedback point | Target | Acceptance criteria | | --- | --- | --- | --- | | 1 | Hard rotation | `scripts/editors/prop/prop_canvas.gd` | `ROTATE_RING_RADIUS` removed; `ROTATION_CIRCLE_RADIUS/HIT_RADIUS/OFFSET` = `5.0/12.0/26.0`; dot drawn below bbox bottom-center at `ROTATION_CIRCLE_RADIUS / _zoom`; hit radius `ROTATION_CIRCLE_HIT_RADIUS / _zoom`; drag uses incremental accumulation (no ±180° jump); Ctrl snaps 15°. | | 2 | Giant circles | `scripts/editors/prop/prop_canvas.gd` | `SCALE_HANDLE_DISTANCE` removed; corner handles drawn as `SCALE_CROSS_SIZE / _zoom` crosses; vertex handles stay `HANDLE_RADIUS / _zoom` (3 px) and become **color-matched** (yellow while dragging), user-created = hollow rect. | | 3 | Create Point | `scripts/editors/prop/prop_canvas.gd` | `create_point_on_edge(world_pos) -> int` inserts at the **cursor projection** (clamped), emits `vertex_created`, flashes the vertex 0.6 s; "Create Point" remains available **near the outline only** (`EDGE_HIT_THRESHOLD / _zoom`, unchanged — user decision); `_create_point_on_edge` delegates to it. | | 4 | Mode separation | `scripts/editors/prop/prop_canvas.gd` + `scripts/editors/prop/prop_editor.gd` | `enum EditMode { TRANSFORM, POINTS }`; default `TRANSFORM`; `set_edit_mode`/`get_edit_mode`/`mode_changed`; drawing + hit-test + context menu obey §2.3; editor renders a segmented toggle ("Move & Resize" / "Edit Points") that drives `set_edit_mode` and syncs from `mode_changed`; shape-editor controls unaffected in both modes. | | 5 | Kid-friendly UI | `scripts/editors/prop/prop_editor.gd` + `scripts/editors/prop/prop_theme.gd` + `prop_theme.json` | `ui` section + accessors per §2.5; font sizes/tokens drive `_build_control_theme`/`_build_inspector` (no hardcoded 14/16); min-height hit targets applied; copy table applied; local theme only. | **Test updates — `tests/test_prop_editor_canvas.gd` (headless; public API under test):** - **New `_test_edit_mode()`**: default `get_edit_mode() == TRANSFORM`; `set_edit_mode(POINTS)` → `get_edit_mode() == POINTS` and `mode_changed` fires exactly once; re-setting the same mode fires **no** extra `mode_changed`; unknown value clamps to `TRANSFORM`; `select`/`deselect`/ `clear` leave the mode unchanged. - **New `_test_gizmo_constants()`**: assert `ROTATION_CIRCLE_RADIUS == 5.0`, `ROTATION_CIRCLE_HIT_RADIUS == 12.0`, `ROTATION_CIRCLE_OFFSET == 26.0`, `SCALE_CROSS_SIZE == 5.0`, `SCALE_CROSS_HIT_RADIUS == 12.0`, `HANDLE_RADIUS == 3.0`; assert `ROTATE_RING_RADIUS` and `SCALE_HANDLE_DISTANCE` are absent from `PROP_CANVAS.get_script().get_script_constant_map()`. - **New `_test_create_point_on_edge()`**: box at `(100,100)`; `create_point_on_edge(Vector2 (124, 76))` (off-midpoint, above the top edge) → returned index ≥ 0, inserted point == the cursor's projection onto the top edge (not the midpoint `(124,76)` itself and not `(124,100)`), `vertex_flags[idx] == USER_CREATED`, and `vertex_created` emitted with the right `(shape_idx, vertex_idx)`. - Existing suites unchanged (all existing APIs remain mode-agnostic). **Manual F6 verification:** drag the bottom dot in a full circle (no ±180° flip); scale crosses; create a point then drag it to kink a rectangle edge; toggle modes and confirm gizmos/handles swap and body-drag is inert in POINTS mode; confirm fonts/targets. --- ## 4. Files modified | File | Changes | | --- | --- | | `scripts/editors/prop/prop_canvas.gd` | Rotation dot + incremental drag; scale crosses; color-matched vertex handles; `EditMode` enum + `set_edit_mode`/`get_edit_mode`/`mode_changed`; mode-gated drawing/hit-test/context-menu; `create_point_on_edge` + `vertex_created` + flash state; "Create Point" anywhere on shape. | | `scripts/editors/prop/prop_editor.gd` | Segmented mode toggle + `mode_changed` wiring; theme-driven fonts/colors/hit-targets (replace hardcoded 14/16); copy changes. | | `scripts/editors/prop/prop_theme.gd` | `ui` section in `DEFAULT_CONFIG` + accessors (§2.5). | | `prop_theme.json` | `version` stays `"1.0"` (user decision); add `ui` section. | | `tests/test_prop_editor_canvas.gd` | Add `_test_edit_mode`, `_test_gizmo_constants`, `_test_create_point_on_edge`. | | `docs/architecture/tech_debt_and_optimizations.md` | Log the explicit-mode interaction decision and the "Create Point" feedback design. | --- ## 5. Design choices — user-approved resolutions 1. **Mode names / labels.** **Approved:** `"Move & Resize"` (TRANSFORM) and `"Edit Points"` (POINTS). 2. **Default mode on load.** **Approved:** `TRANSFORM` ("Move & Resize"). 3. **Mode persistence across Clear/Load.** **Approved:** mode persists (tool preference, like snap). 4. **Shape-body drag in POINTS mode.** **Approved:** select-only (no translate). 5. **Create Point feedback.** **Approved:** insert at cursor projection + auto-select + flash ring (0.6 s). 6. **Create Point availability.** **Approved (deviation):** keep **outline-only** (`EDGE_HIT_THRESHOLD / _zoom` gating unchanged). 7. **Theme schema version.** **Approved (deviation):** stay `"1.0"` (additive `ui` section only). 8. **"Erase" vs "Delete", Mirror→"Flip" relabel.** **Approved:** "Erase Shape"/"Erase", "Flip Left-Right"/"Flip Up-Down"; "Create Point"/"Remove Point"/"Bring Forward"/"Send Back" unchanged. 9. **Mode toggle placement.** **Approved:** a segmented two-button toolbar row above the canvas (always visible), synced to `mode_changed`. --- ## 6. Implementation order 1. `prop_theme.gd` + `prop_theme.json` (theme tokens + accessors) — independent of canvas work. 2. `prop_canvas.gd` — constants, rotation dot + incremental drag, scale crosses, color-matched handles (points 1 & 2). 3. `prop_canvas.gd` — `create_point_on_edge` + `vertex_created` + flash + "anywhere on shape" (point 3). 4. `prop_canvas.gd` — `EditMode` + gating (point 4). 5. `prop_editor.gd` — mode toggle + theme-driven fonts/targets + copy (points 4 & 5). 6. `tests/test_prop_editor_canvas.gd` — three new suites. 7. Parse check + headless run + manual F6 verification; docs/tech-debt note.