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)
55 lines
1020 B
Go
55 lines
1020 B
Go
package clip
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import "bytes"
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type Memory struct {
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items []Item
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text string
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}
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func textMime(m string) bool {
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return m == MimeText || m == MimeTextPlain
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}
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func (m *Memory) Text() string {
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return m.text
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}
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func (m *Memory) SetText(s string) {
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m.items, m.text = nil, s
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}
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func (m *Memory) SetData(mime string, data []byte, text string) bool {
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m.items = []Item{{Mime: mime, Data: bytes.Clone(data)}}
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m.text = text
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return true
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}
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func (m *Memory) SetItems(items []Item) bool {
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m.items, m.text = make([]Item, 0, len(items)), ""
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for _, it := range items {
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m.items = append(m.items, Item{Mime: it.Mime, Data: bytes.Clone(it.Data)})
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if textMime(it.Mime) {
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m.text = string(it.Data)
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}
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}
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return true
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}
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func (m *Memory) Data(mime string) ([]byte, bool) {
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for _, it := range m.items {
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if it.Mime == mime {
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return it.Data, true
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}
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}
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if textMime(mime) && m.text != "" {
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return []byte(m.text), true
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}
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return nil, false
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}
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func (m *Memory) Has(mime string) bool {
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_, ok := m.Data(mime)
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return ok
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}
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