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