Fix renderer scope collisions, editor bugs; add welcome screen
Bug fixes from code review: - Wrap renderer modules (canvas/dialogs/editor/app) in IIFEs: duplicate top-level 'const api' across plain scripts threw a SyntaxError that prevented app.js from ever running (blank window), and dialogs.js/ editor.js silently overrode each other's labeledRow/makeSelect - Focused-view toggle now writes step.focusedView.enabled instead of a nonexistent flat field that the schema dropped on save - Annotation property edits no longer rebuild the panel on every keystroke (focus was stolen mid-typing); debounced save instead - flushStep/undo/redo keep this.steps in sync with stepMap so the step list stops going stale after the first save - Escape now deselects the annotation; Delete remains the delete key Welcome screen (per spec): app opens to a title at top and three buttons at the bottom — New Capture (creates a guide, opens the editor, starts a capture session), Existing Workspace (library), Settings. Brand click returns to the welcome screen. Adds an env-gated dev screenshot hook (STEPFORGE_SCREENSHOT[_JS]) used to visually verify welcome/library/editor views under WSLg. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1,5 +1,7 @@
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'use strict';
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(() => {
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/**
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* Small modal factories used by the renderer. They stay intentionally plain:
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* a modal title, a few form rows, and action buttons. No decorative clutter.
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@@ -438,3 +440,4 @@ window.StepForgeDialogs = {
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showLinkedGuideDialog,
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showInfoDialog,
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};
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})();
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