- Add EmbedBridge.ts PostMessage bridge for Elemes iframe integration
- Add DeployProgress.tsx component for compile/transfer/flash progress UI
- Add DeployProgress.css styling for overlay progress bar
- Modify SerialMonitor.tsx to support BLE/Hardware toggle by Elemes
- Modify vite.config.ts to use VITE_BASE_PATH=/velxio/
- Modify deploy/nginx.conf to remove root redirect
- Update useSimulatorStore.ts with deployState, hwSerialOutput
- Update App.tsx for /editor route
- Add backend endpoints for Elemes auth, projects, dependencies
This commit allows Velxio to run embedded in Elemes lesson pages via iframe
with PostMessage communication for code loading, circuit state, and serial
monitoring.
Three generic seams, none naming any board:
The pin tracer gains a socket hop: a component that declares boardSocket
with a board actually seated on it resolves a pad to the SAME-NAMED pin
of that board — seating IS the connection, like a XIAO pushed into a
shield header or a HAT on the 40-pin. Until now a seated shield's
buttons and LEDs were dead unless the user drew wires the real stack
does not have. Wires keep working exactly as before for every other
host (Uno, Mega, Pi, STM32, ...).
setMicrophoneSource now RETURNS whether a bridge actually took the
source, so a part can state that this host has no I2S instead of
pretending to stream into a void — capability reported, never invented.
createNeopixelDecoder is exported: boards are not the only things
carrying an addressable LED, and a part with one on board needs the
same decode rather than a drifting copy.
Direct sketch includes of arch-excluded libs merge; transitive pulls
stay skipped; 'all' counts as wildcard. Replaces the old blanket-skip
assertion that correctly blocked the deploy gate.
Two-tier rule replacing the blanket skip:
- 'all' now counts as wildcard ('*'): LiquidCrystal_I2C 2.0.0 declares
architectures=all and was skipped on every ESP32 build, breaking the
most popular I2C LCD library with a bare 'No such file or directory'.
- Headers the SKETCH includes directly merge even when the library
declares a foreign-only architecture (many avr-declared libs are pure
Wire/SPI code that compiles fine; a truthful compile error beats a
missing-header one). Transitive pulls keep the HARD guard, which is
the path that dragged SAMD-only Adafruit_ZeroDMA into ESP32 builds.
Self-hosted builds got 'qemu: -bios argument not set, and ROM code
binary not found' on any ESP32-S3 run because the ROM fetch loop only
knew the classic/C3 ROMs (issue #259, second half — the first half was
the drifted arm64 libqemu build, now republished for every platform).
Deterministic repro (emulation-gaps F4): after pinMode(2, INPUT_PULLUP)
with a correctly-wired button-to-GND, all 8 setup()-time digitalReads
and the first two loop() passes returned 0 — the input register only
got its level from the first SPICE solve (~400 ms). That window is what
fired phantom emergency-stop latches and auto-started state machines in
audited sessions (and an unwired INPUT_PULLUP pin on the qemu bridges
never got driven at all: no net in pinNetMap, connector skips it, guest
read 0 forever).
Fix: PinManager.onPullChange fires on pull transitions; AVRSimulator
seeds its port input to the resting level instantly (real silicon does
this in ns), and makePinPullHandler does the same for the qemu-bridge
boards via the shim's setPinState. Sourced nets are still overridden by
the very next solve, so the 'mis-wired button still works' regression
guarded by the June work cannot return.
Audited circuits (2026-07) passed pre-flight with zero findings while being
electrically dead or mis-supplied: a battery with one pole wired, a MOSFET
switching a rail nothing powers, a 12V-coil relay fed from 5V, and VCC pins
tied together with no source. Three new graph-based rules (no solve needed,
so they fire even when ngspice cannot converge; all non-blocking warnings):
- unpowered-net: power-input pins (VCC/VIN/V+/COIL+/rated supply pins) and
whole conduction regions that no battery, power supply, or board pin
reaches. Ground and source-negative nets do not bridge power; MOSFET/BJT
conduct only through their channel; a relay coil is isolated from its
contacts; custom chips and boards are self-powered.
- no-return-path: a source with a single pole wired, or whose + side never
reconnects to its - side (return analysis joins all pins, so voltage-driven
gates/bases are not false positives).
- voltage-mismatch: relay coil_voltage vs the nominal supply on the coil
nets (region fallback for coils fed through a switch/transistor): below
the 60% pull-in threshold it never actuates, above 1.5x it burns out.
verifyFromStore now also verifies circuits whose only source is a
power-supply component. Gallery sweep extended to fail on the new codes:
zero findings across all 228 wired examples.
DS3231 (I2C 0x68):
- New velxio-ds3231 Web Component (4-pin module: GND/VCC/SDA/SCL) with
pinInfo per CLAUDE.md 6a; registered in elements-register + main.tsx.
- Catalog entry in scripts/component-overrides.json (_customComponents)
mirrored into components-metadata.json exactly as the generator emits it
(verified by cloning wokwi-elements and running generate:metadata: zero drift).
- The existing VirtualDS3231 device sim (DS1307-compatible time regs
0x00-0x06 + control 0x0E / status 0x0F / temperature 0x11-0x12 at 0.25 C
steps) is now user-reachable from the picker; the AVR/RP2040 attach path
gains live temperature updates via the SensorControlPanel (new ds3231
slider in sensorControlConfig).
GPS NEO-6M (UART talker, 9600 baud):
- New velxio-gps-neo6m Web Component (VCC/RX/TX/GND, pulsing PPS LED).
- New part sim GpsParts.ts: emits a valid GPGGA+GPRMC cycle per second
(correct XOR checksums, ddmm.mmmmm coords, UTC clock advancing 1 s/cycle)
with lat/lng/altitude/speed configurable via property dialog and live
via a new SensorControlPanel entry. Defaults: Madrid 40.4168 N 3.7038 W.
- Injection routes, chosen by classifying the wired board pin:
1) hardware UART RX -> new uniform sim.feedUart(uart, data) seam
(AVR USART0, RP2040 uart0/1 via rp2040js feedByte, ESP32 uart0/2 and
STM32 USART1/2 via their bridge shims); byte feed is paced in 8-byte
wall-clock chunks so 32-byte RX FIFOs never overflow;
2) any other digital pin on a cycle-accurate sim -> real 8N1 bit-banged
waveform via schedulePinChange, so SoftwareSerial decodes it;
3) feedUart rejection (e.g. Mega USART1-3, not modelled by avr8js)
degrades permanently to the bit-banged path.
- Interconnect already probed sim.feedUart; implementing it also upgrades
cross-board UART byte shortcuts for RP2040 uart1.
Tests: new gps-neo6m.test.ts (16 tests: NMEA builders, byte injection on
Uno RX0 / ESP32 RX2, Mega RX1 fallback, waveform decode back to $GPGGA,
live position updates, PPS pulse) + 3 new ds3231 AVR-path tests in
protocol-parts.test.ts. Full frontend suite: 2294 passed, 2 pre-existing
Galaksija Z80 timeouts that pass in isolation. npx tsc --noEmit clean.
Lets metrics overlays distinguish agent-triggered compiles from manual
ones (the AI assistant's compiles were previously invisible in project
counters). Loose optional field — omitted means manual.
The STM32 branch of collectPinStates deliberately skipped outputs from
the netlist — a workaround from when pinNameToArduinoPin couldn't map
'PC13' at all. With the mapping unified, emit digital outputs like every
other board so wired LEDs light from the solve (emulation-gaps F3).
Adds the missing BOARD_PIN_GROUPS entries for the STM32 family (3.3V
logic, suffixed GND/3V3 silks) so sources stamp at the right voltage.
Three parallel half-implementations of the pin-name mapping each broke a
different board family (2026-07 emulation-gaps audit):
- collectPinStates.pinNameToArduinoPin returned -1 for STM32 'PC13' (no
V source stamped: LED dark with correct firmware) and for nano-esp32
'D2'/'A0' (no pull resistor stamped for INPUT_PULLUP buttons).
- connectDigitalInputsToMcu.gpioFromPinName only knew digits/GPIO/GP, so
labeled pins were never driven from the solve (buttons stuck LOW).
- connectAnalogInputsToMcu's ADC_PIN_MAP used 'GPIO32'-style lookup keys
that never matched the real bare-number wire pin names, so the
SPICE->ADC path skipped every esp32-family pin; its per-kind GPIO
converters also mapped nano-esp32 A-pins with the AVR convention.
All three now delegate to utils/boardPinMapping.boardPinToNumber (with
the previous behavior as fallback for unknown names). Also adds the
ESP32-C3 branch to the store's adcChannelForPin (GPIO0-5 -> CH0-5,
verified against the qemu SARADC channel layout).
The GPIO->channel map only covered the classic ESP32 (GPIO 36-39/32-35),
so on esp32-s3 / xiao-esp32-s3 / arduino-nano-esp32 every SPICE-driven
analog value was dropped and analogRead saw 0 (when it didn't hang —
fixed machine-side in libqemu 1.2.5's SENS stub). S3 family: ADC1 =
GPIO 1-10 -> CH0-9, ADC2 = GPIO 11-20 -> channel index 10-19, matching
the machine's channel layout.
setSpeakerMonitor mirrors setMicrophoneSource: a part that models a
board with an on-board speaker/jack (reSpeaker Lite) gets the peak of
each block the guest played, so it can light a meter, while the audio
itself goes to the host's sound card via the engine bridge. Nothing is
wired for it on the canvas — that is the point: a real board plugged
into your speakers has no wire to draw. No-op on bridges without an
audio path, which reads as a silent speaker.
Drag-to-front lifted boards but never parts: a component's z lives
inside .component-interactive-group, which is itself a stacking
context, so the 10+rank set on the inner wrapper was clamped to the
group's own level (1/2) while boards compete one level up as direct
children of .canvas-world. Once any board had been dragged it sat at
10+rank and no component could ever climb back over it — drag an LED
onto the Arduino and the board swallowed it, exactly as reported.
The rank now lands on the group itself (both branches: instruments and
ordinary parts), so parts and boards share ONE rank space and the last
thing dragged really is the thing on top. The inner wrapper keeps its
local 1/5 for selection order within the group.
An unseated board dropped over a component was painted underneath it
(boards z 0, components z 1) and became impossible to grab back; the
earlier blanket z bump for boards broke the opposite case, hiding LEDs
and transistors behind every board. Neither static order can win both.
The rule is now the user's own gesture: the FIRST movement of a drag
raises that item (board or part, symmetrically) to the top of a
monotonic dragged-stack, so a board dropped over an LED sits visibly on
top — and dragging the LED afterwards wins the stack right back.
Click-select alone never raises: selection must not reshuffle a scene
you arranged. Untouched items keep the static layering (components
above unseated boards, seated boards above their socket), and the rank
map is ephemeral — never saved with the project.
The overlay's auto-save implementation arrives via a dynamic import that
races the first React commit. A hook whose mount effect ran before the
overlay chunk evaluated saw installedImpl === null and stayed idle for
the whole life of the tab: no debounced saves, no beforeunload flush,
with no visible symptom. Any tab that hard-loaded straight into the
editor and never remounted it silently lost every edit made after the
project was bound.
installAutoSaveImpl now wakes hooks that mounted before it ran, so the
implementation starts as soon as it exists. Swapping a live impl at
runtime remains unsupported.
The load effect listed the overlay's `settled` flag as a dependency. On
a direct /example/<pro-id> URL the load can begin the moment the
overlay registers the example — one microtask before the overlay's
import promise settles. The flip then re-fired the effect mid-load: the
cleanup cancelled it (setReady skipped), the re-run hit the loadedIdRef
guard and returned, and the page hung on "Loading example…" forever.
The effect now depends only on the example itself; the 404-vs-still-
loading decision moved into the render, where reading `settled` cancels
nothing. A load cancelled mid-flight also resets the loadedIdRef guard
so a genuine re-run reloads instead of early-returning.
setMicrophoneSource on the simulator shim mirrors addI2CDevice: a part
that produces audio hands one 16-bit sample per call to whatever bridge
implements the method (the in-browser JS-engine bridges); everywhere
else the optional chain makes it a silent mic. No board-kind checks in
components. Plus the flat reSpeaker Lite glyph for gallery cards.
Every control in the unified strip is now 28px tall: tb-btn (was 30),
Libraries (was 26), the C++/MicroPython select (was ~22), the board
selector, Serial/Scope, canvas icon buttons, zoom and Add (all were 32).
The explorer toggle moves inside the Code/Both/Circuit segmented group
as its first segment, and every active-segment blue is the Libraries
blue (var(--color-action-primary)) instead of the hardcoded #0e639c.
The editor zone's overlap floor becomes min-width: max-content — the
hardcoded 280px sat below the real content width, letting the console
button paint over the board selector when the docked chat narrowed the
bar. Now the zone can never shrink under its buttons; flex-wrap moves
the canvas controls to a second line instead. Also closes the gap
between the logo and the File menu (header gap 16->6, menubar
margin-left 14->2).
The common namespace was assembled with a shallow spread, so any
top-level section present in two locale files had the later file clobber
the earlier one WHOLESALE. Two live casualties:
- header: adding header.shareProject to common2 (yesterday's raw-string
cleanup) erased common.json's whole header — header.auth.* and
header.nav.* — so the account menu rendered "header.auth.signOut" as
its label. My regression, caught verifying the account-menu fixes.
- editor.share.*: common2's editor section has been clobbering
common.json's since forever — the Share modal's seven visibility
labels were silently lost in every locale. Pre-existing.
Locale files merge by key now (deepMerge, both the synchronous en init
and the dynamic per-locale loader), which ends the failure class instead
of the instance; shareProject also moves to common.json's header where
it belonged. Verified: all header.auth/nav and editor.share leaves
resolve again in all nine locales.
The bottom-left block read wrong: a globe crowding the account button for
no gain — language already lives in the menubar's Language menu for
everyone, and (for signed-in users) inside the account menu. The footer
now holds only the account button.
Width-aware, as requested: when the explorer is dragged narrow (footer
under 150px, via container query) the username hides and the avatar
alone identifies the account; with the explorer collapsed, the floating
fallback box shows just the circle.
Adds the OSS half of the crash fix: LocaleSync listens for
'velxio-locale-switch' window events and performs the locale change as a
normal SPA navigation. The pro account menu is injected into its own
React root OUTSIDE the Router, so it cannot navigate itself — its
language rows dispatch this event instead.
The explorer toggle tooltips (Hide/Show file explorer) and the header's
Share-project title were raw English — now keyed and translated in all
nine locales, same common2.json home as the menubar strings.
Every menu we added lived on t() English fallbacks — the keys did not
exist in ANY locale file, so a Spanish or Chinese user got an English
menubar. 29 keys (editor.menu.* + the toolbar labels the File menu
reuses) now exist in en/es/pt-br/it/fr/zh-cn/de/ja/ru.
Two entries needed their own leaf keys: editor.toolbar.compile and .run
are nested OBJECTS (title/options/... sub-keys), so t() on them cannot
resolve to a string — the menu now uses editor.menu.compile / .run,
which also avoids double shortcuts ("Compile (Ctrl+B)" plus the menu's
own Ctrl+B column).
Verified mechanically: all 38 keys the menubar references resolve to
strings in all nine locales.
The menubar now matches the desktop app's native menu set: File, Edit,
View, Language, Help.
View collects what the user asked to reach from a menu: Compile (Ctrl+B),
Run, Stop, Reset up top; the panel toggles — File Explorer, Output
Console, Serial Monitor, Oscilloscope/Logic Analyzer — in the middle
(store-backed ones render a live check, like a real desktop menu); and
the canvas view actions (center, zoom) move here from Edit, which goes
back to being undo/redo only, as menus have always worked.
Language lists the nine locales with the current one checked, switching
through the same switchLocale path the header globe uses — so language is
reachable from the menubar regardless of the account state, on top of
living in the signed-in account menu.
Run/Stop/Compile/Reset and the console toggle register through the
editorCommands seam from EditorToolbar (their handlers close over its
state); the explorer toggle from EditorPage; serial and scope call their
stores directly, same as undo/redo.
The floating corner box sat ON TOP of the file tree — create enough files
and the last rows scrolled underneath it. The account + language block is
now the explorer panel's footer (VS Code style): the tree scrolls above
it, always. When the explorer is collapsed the block falls back to the
small fixed corner box, so account and language stay reachable.
The standalone language globe becomes a logged-out affordance: once the
pro auth slot renders its signed-in marker (data-auth-user), a :has()
rule hides the globe — signed-in users change language inside the
account menu, where the pro overlay now hosts it.
The language menu and the account menu were written for the top bar and
open downward; from the bottom-left corner box that means straight off
the bottom of the viewport. The language menu flips via a scoped CSS
rule; the account menu (pro) now anchors bottom-up whenever its trigger
sits in the lower half of the screen.
The header's backdrop-filter makes it a containing block for fixed
descendants, so the corner box's bottom:8px resolved against the 45px
header — measured at y=-4, sitting on the logo. Portaled to <body>, where
fixed means the viewport. The auth slot keeps working: pro's injector
finds it by attribute wherever it lives.
IDE-style: a small fixed box in the explorer's quiet bottom corner holds
the language switcher and the account button (pro keeps injecting it into
the same data-velxio-slot, just relocated). The autosave dot rides next
to the menus, and the header's Share button is gone — File > Share/Embed
already covers it.
The point is width: emptying the header's right side gives the toolbar
the last ~150px it needed, so the single-row layout now holds down to
~1400px WITH the chat docked — which is exactly the reported 1440x900
case. Tight-fallback thresholds drop accordingly (1400/1060/1040).
Desktop-editor variant only; marketing pages and mobile keep their
header untouched.
At 1440x900 with the chat docked, the merged header hit an ugly in-between:
the wrapped canvas controls floated as an orphan group inside a tall
transparent header, next to a dead gap before the language/user controls.
Reported by the user as "se ve raro" — wider screens looked fine.
Below the width where one row genuinely fits (thresholds account for the
docked chat's 380px / collapsed 36px reservation), the strip now falls
back to being its own full-width second bar with its old background and
border — the exact familiar pre-merge layout. Wide screens keep the
single 44px row; tight screens get the classic two bars; the broken-
looking limbo between them no longer exists.
The toolbar's overflow button held four leftovers (Share/Embed, Sync to
GitHub, Upload firmware, Record simulation). They move into the File
menu, which is where a session-frequency action belongs, and the strip
loses one more button. The PRO pill travels with them — same style the
overflow used (now .emb-pro) — and the two File items that were always
premium (BOM, schematic image) finally show it too: users should know an
item is premium BEFORE clicking, not via a surprise upgrade prompt.
The pro actions keep firing the same window events the overflow items
fired (share/github-sync/record prompts), so the overlay's listeners are
untouched and OSS builds keep their silent no-op. Dead overflow CSS
removed with the button.
With the marketing nav gone from the editor header, its middle was ~700px
of dead space at 1280 while the toolbar occupied a whole second 38px bar.
The unified toolbar strip now fills that middle through a new AppHeader
editorToolbar slot: one 44px row where there used to be 44+38 — a full
row returned to the code and the canvas.
The strip keeps its own class names, so everything that keyed on them
keeps working untouched: the container queries, the docked-chat
padding-right, and the internal flex-wrap. When it truly cannot fit, the
strip wraps and the header grows (height: auto on the modifier class)
instead of clipping or overlapping; brand and the right-side controls
stay pinned to the first line. Inside the header the strip drops its own
background and border so it reads as one bar, not a box within a bar.
Mobile keeps the previous layout (no strip; the mobile tab bar remains).
The open-source build now ships exactly its product surface: /editor, the
examples gallery (/examples, /examples/:id) and the per-example editor
(/example/:id). Landing, about, pricing, docs, the 14 keyword-targeted
simulator landings and the v2/v2.5/v3 showcases move to the private
overlay, registered through the same registerProRoutes seam that already
carries login/admin/classroom.
Root behaves per build: an overlay that registers an index route claims
'/' (velxio.dev keeps its landing); otherwise '/' redirects to /editor.
The redirect waits for the overlay import to settle — same contract as
markProExamplesSettled — so a velxio.dev visitor is never bounced into
the editor because the landing was 300ms away from registering.
Prerender and sitemap follow the split: entry-server pulls the marketing
page map from '@pro/pages/marketing' behind a VITE_PRO_BUILD-gated dynamic
import (the proven main.tsx pattern, with an OSS stub for tsc), and
generate-sitemap lists only served routes in OSS builds (2 URLs) while
pro builds stay byte-identical — verified against a pre-migration
baseline: sitemap (37 URLs) and prerendered /, /about, /docs,
/arduino-simulator, /esp32-simulator, /v3 all identical modulo hashed
asset names. OSS prerender drops exactly the 32 marketing pages (348→316).
The OSS header slims down to match: Editor, Examples, GitHub, Discord —
the marketing links only render in pro builds, where their routes exist.
The editor Help menu links those pages absolutely (velxio.dev) in OSS,
exactly like the desktop app's Help menu.
Mismo contenido y orden que el Help del menu nativo de escritorio
(pro/desktop menu.rs): Documentation, Examples, Pricing | Velxio Home,
Blog, About Velxio | Discord Community, GitHub Repository. Los enlaces que
el header del editor dejo de mostrar como nav de marketing recuperan aqui
un sitio ordenado, y todo abre en pestana nueva para que el editor (y el
trabajo sin guardar) se quede donde esta — el mismo criterio que la app
nativa, que abre el navegador del sistema.
Reportado en /example/pi5-opencv-vision: al recargar aparecia un instante
el 404 con el header completo (menus incluidos) y despues cargaba el
editor. La carrera: los ejemplos pro se registran cuando aterriza el
import dinamico del overlay, y la pagina resolvia la galeria ANTES,
concluia "no existe", pintaba el 404 y al llegar el registro re-renderizaba
al editor.
"No esta en la galeria" y "no esta TODAVIA" son respuestas distintas, asi
que el registro gana una senal de asentado: main.tsx la activa cuando el
import del overlay resuelve (o falla — finally), e inmediatamente en la
build OSS, donde no viene overlay y un 404 debe ser instantaneo. La pagina
se queda en "Loading example..." hasta que el registro asienta y solo
entonces un id ausente es de verdad un 404.
markProExamplesSettled es idempotente y solo notifica una vez, con test —
el sintoma de romper eso seria una tormenta de re-renders por hot-reload
del overlay.
Con la ventana estrecha y el chat acoplado, a la fila unificada le faltan
~60px y flexbox se los quitaba al toggle Code/Both/Circuit: de 101px a 32,
con dos de sus tres botones recortados a esquirlas inalcanzables bajo el
overflow hidden. Medido en staging a 1024px.
El toggle deja de encogerse (flex-shrink 0) y la fila hace wrap: cuando de
verdad no cabe, los controles del canvas bajan a una segunda linea corta.
Dos filas breves ganan a botones invisibles.
La queja: demasiados botones en una sola fila, y en pantallas pequenas se
solapan — medido, no impresion: a 1024px Code/Both/Circuit pisaban a
Compile/Run/Stop por 9-20px y Add pisaba el chat por 29px, con el idioma y
el usuario cortados fuera del viewport.
Tres piezas:
1. En el editor, el nav de marketing (Home/Docs/Pricing/...) sobra: ya
estas dentro, y cuesta exactamente el ancho que le falta a la toolbar.
AppHeader gana la variante editorMenu — mismo mecanismo que ya usa la
build de escritorio (VITE_DESKTOP) — que oculta el nav y pinta un menu
File/Edit junto al logo. El logo sigue llevando a inicio; idioma,
autoguardado, Share y usuario se quedan.
2. File/Edit al estilo escritorio: lo que se usa cada minuto sigue siendo
boton; lo que se usa unas veces por sesion va al menu. File: nuevo
workspace, nuevo fichero, abrir, guardar, importar, exportar, BOM,
imagen del esquema. Edit: undo/redo (con su estado real del historial),
centrar vista, zoom. Las acciones viven en cierres de cuatro
componentes distintos, asi que hay un registro id->handler
(lib/editorCommands, mismo patron de seam que registerProExamples o
registerBoardBuiltins): cada dueno registra al montar y el menu invoca
por id; un item sin dueno montado se pinta deshabilitado, que ademas es
la verdad. El registro sobrevive al remontaje StrictMode (el cleanup
viejo no borra al sucesor) y tiene test de eso.
3. La toolbar adelgaza: fuera Undo/Redo (Ctrl+Z/Y siguen), fuera los
botones inline de Import/Export y sus gemelos responsivos del More
(~70px recuperados); el More queda solo con los extras pro (firmware,
GitHub, share, grabacion). El CSS responsivo de los botones retirados
se va con ellos.
Suite en verde (2300) y build del overlay verificado desde este arbol.
Tres cambios que van juntos porque atacan la misma queja: "anado un
elemento y a veces ni veo donde se anadio".
1. Donde cae. Ya se anclaba a la esquina visible, pero la cascada que evita
que se apilen iba indexada por components.length: seguia avanzando
aunque movieras o borraras piezas, asi que las caidas se alejaban cada
vez mas de donde estabas mirando. Ahora toma el primer hueco LIBRE desde
la esquina, bajando en diagonal; si apartas la ultima, la siguiente
recupera su sitio. Extraido a utils/dropSlot con 8 tests, incluido el
caso de "la apartaron" y el tope para no salirse de la vista.
2. Que se vea. El recien anadido queda seleccionado, y la seleccion pasa de
un borde discontinuo quieto a un caminito de hormigas. El movimiento es
lo que capta el ojo en un canvas lleno; un borde fijo se pierde. Va en
un pseudo-elemento por fuera del cuerpo, sin robar clicks ni tapar el
dibujo, y se queda quieto si el sistema pide menos animacion.
3. Clicks. El izquierdo SELECCIONA y ya esta; antes abria el panel de
propiedades, o sea que no podias ni senalar una pieza sin comerte un
popup que luego habia que cerrar. Propiedades y pines pasan al click
derecho, que es donde va lo deliberado. En tactil se mantiene tocar ->
panel, que ahi no hay boton derecho.
Velxio es internacional y su galeria estaba mezclada. Tres focos:
- examples-robot-desktop: el codigo que el ejemplo ENTREGA al usuario
llevaba 33 comentarios en castellano ("Tiempo del ultimo movimiento
detectado", "Cola de estados") y 7 cadenas que el sketch imprime por
serie ("INICIO DE LA LECTURA DE SENSORES", "Movimiento DETECTADO").
Traducido todo y reescrito en ASCII, como el resto de la galeria.
- examples.ts: siete comentarios mios en castellano, de cuando anadi las
resistencias en serie a los LEDs. El resto del fichero estaba en ingles;
los deje incoherentes.
Sin cambios de comportamiento: solo texto. Los tests de galeria siguen en
verde (167).