Documentation: engine/docs assembles one registry from the script
bindings, the schema, module docs and module-owned script paths; problems
are reported as warnings at build time. Module registries record doc
sources and script module owners; diag.Codes lists every diagnostic code.
Project bootstrap: project.defaultSpace ("2d"/"3d"), EnsureDirs creates
the default folders when the editor opens a project (reported in the
console), prefabs/ is a pipeline root. Native builds drop -trimpath so
binding locations resolve inside native/.
Editor files: create scene/prefab/script from menus, move/rename/duplicate
/delete with undo, script package retargeting on move, open scenes and
script panels follow renames, Save As / Rename Scene prompts, scene
picker, startup scene. Scoped shortcuts fall back to the global command
when disabled; Save As is Ctrl+Shift+S, Save All Ctrl+Alt+S.
Script editor: Go to Implementation (stub → native/ source), host
definitions always resolve to stubs, bracket match/mismatch states,
rainbow brackets (persisted), mono code font (ui-mono atlases, per-command
fonts in draw.List, PushFont/PopFont restored by Mark/Restore).
Tests: langsvc definition/implementation, bracket states, dispatch
fallback, script renames, font stack, editor file-op integration, golden
mono glyph and bracket references; depcheck rule for engine/docs.
Docs pipeline: engine, render2d and script/engine ship their own res/docs;
keyword hover text comes from the registry through manifest.Keywords;
project script symbols join the registry; aego docs export|check|build|
serve, --tool docs in native binaries, aego check --explain; app/docstool
and the tools/gendocs module (goldmark) build the static site.
Playground: app/playground + cmd/aego-playground (js/wasm, 3.3 MB gzip)
compile, highlight and run scripts in the browser; run blocks in the
language docs become examples. engine/builtin/headless is the module set
without render3d; workspace.Config.FS; StubFor/StubPaths; backends and the
script importer drop out of js builds.
VM: one frame pointer in the interpreter loop, direct host calls, panic
recovery once per run instead of per host call (Update2k -19%,
Schedule10k -24% against the previous head). bench-build/compare/profile
run pre-built, pinned, interleaved binaries.
Editor: structural bracket levels and current-block highlight, indent
guides, occurrence highlighting with write marks, multi-format clipboard
(copy/cut/paste assets, paste images as sprites or textures). gl33 probes
a renderable depth format and reports framebuffer failures by stage.
7 E:
- project templates empty/2d/2.5d/3d, app/projects as the single creation path (D148)
- launcher and recent projects (D149)
- orthographic Camera3D and Scene View (D150)
- reference states in the Inspector, ids.Short (D151)
- sceneio remaps node references when loading without KeepIDs (D152)
- exported ComponentRef<T> (D153)
- aego icons via module.Audit (D146)
56 lines
1.3 KiB
Go
56 lines
1.3 KiB
Go
package module
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import (
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"strings"
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"testing"
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"testing/fstest"
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"aego/scene"
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"aego/schema"
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)
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type iconComp struct {
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V float32 `aego:"v"`
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}
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type iconModule struct{}
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func (iconModule) Info() Info {
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return Info{ID: "icontest"}
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}
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func (iconModule) Register(r *Registry) error {
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r.Icons(fstest.MapFS{
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"extra@16x1.png": {Data: []byte("png")},
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"bad.png": {Data: []byte("png")},
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}, "icontest.")
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return Component[iconComp](r, schema.Name("icontest.Comp")).Icon("icontest.need").Err()
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}
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func TestAuditListsEveryDifference(t *testing.T) {
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rep, err := Audit(scene.NewTypes(schema.NewRegistry()), nil, iconModule{})
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if err != nil {
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t.Fatal(err)
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}
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want := map[IconProblemKind]string{
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IconMissing: "icontest.need",
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IconUnused: "icontest.extra",
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IconBadName: "bad.png",
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}
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for _, p := range rep.Problems {
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if want[p.Kind] == p.Icon {
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delete(want, p.Kind)
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}
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}
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if len(want) > 0 {
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t.Fatalf("not reported: %v in %+v", want, rep.Problems)
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}
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var out strings.Builder
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if rep.Write(&out) != 1 || !strings.Contains(out.String(), "icontest.need") || !strings.Contains(out.String(), "icontest.extra") {
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t.Fatalf("output:\n%s", out.String())
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}
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if _, err := Load(scene.NewTypes(schema.NewRegistry()), nil, iconModule{}); err == nil {
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t.Fatal("Build must still reject an unknown icon")
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}
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}
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