m: 'We should also be able to resize frames, the same way we do with
devices.' Mirrors the device-resize pattern (89686d0).
- 10×10 SVG handle drawn at each frame's bottom-right corner with class
.frame-resize-handle + cursor: nwse-resize. Appended after the label
so it sits on top of the rect and wins the pointerdown.
- startFrameResize captures the pointer, stops propagation so the
rect's pointerdown (= startDrag 'frame') doesn't also fire, and
updates f.width / f.height on every pointermove using svgPoint
deltas — works at any zoom level via the same world-coord conversion
the rest of the canvas uses.
- Clamps to 200×150 minimum during the drag (frames need more room
than devices since they host devices + IO markers + clamps).
- On pointerup: PATCH /api/projects/:pid/frames/:id with the new width
+ height. Contained children stay at their absolute positions — the
frame body drag is what moves them; resize only changes the frame's
own bounds, so devices/IO markers/clamps inside don't shift.
Frame rect interior is occluded by devices/cables in SVG render order, so
clicking the frame to select/drag it was unreliable. Drop pointer-events:none
from .frame-label and bind the same pointerdown→startDrag('frame',id) as the
rect — the top-left label text is now a deterministic grip.
Canvas zoom shipped pan as middle-drag / Space+drag, which left m unable
to reach a freshly-created frame outside the default viewport — the
only escape was middle-button or holding Space, neither of which is
discoverable.
Empty-canvas left-pointerdown now starts an ambiguous gesture: if the
cursor moves past a 3px screen-space threshold it promotes to a pan
(Excalidraw / Figma standard); below the threshold it falls back to
the historic "click empties the selection" UX so plain clicks still
deselect. Pointerdown on a device, frame, IO marker, port, or cable
keeps routing to its own handler. Middle-drag and Space+drag pan
unchanged.
Walks every cable's polyline, keys each vertex by stable identity
(port:N / device:N / io:N / clamp:N), and accumulates cables by
undirected segment-key. Segments with ≥ 2 cables get a thick striped
overlay line in a new <g id="canvas-bundles"> layer, drawn on top of
the individual cable lines so the shared portion reads as a bundle
while endpoints still fan out to each cable's port colour.
- Stripe width: 2 + N px, capped at 12 (design v5 §11.3).
- Stripe order: by distinct cable-type count (ties by id) per
v5 §11.9 q4.
- Implementation: SVG <linearGradient> with hard stops oriented
perpendicular to the segment, registered in a new
<defs id="canvas-defs"> on every render. Bundle <line> uses
stroke="url(#bundle-grad-…)".
- <title> child lists the cable types and total cable count for
hover tooltips.
- Clamp render gains a ×N badge when ≥ 2 cables route through it,
derived independently from state.cableClamps.
Helper rename: cableVertices → cableVerticesWithKeys (returns
{vertices, keys}). The keys array also feeds the shared-segment
detection — keeps the geometry + identity tracking in one pass.
Cable type creation is managed via the admin modal (⚙ → Cable types
tab), which makes the prominent sidebar affordance unnecessary. Drop
the button element and its click handler; the legend itself (rows,
edit button per row, active-type selection) is unchanged.
Cables now render as <polyline> through their cable_clamps in `ord`
sequence. Empty clamp set collapses to a straight from→to line, so
nothing visual changes for unrouted (auto-emitted) cables.
cableVertices(cable, …) resolves the endpoint anchors + each clamp's
(x, y) into the vertex array. Endpoint-replug handles continue to
operate on the first/last vertex.
Mid-segment drag — startCableMidDrag:
- Triggered by pointerdown on a *selected* cable's polyline (button=0,
not on an endpoint handle, no Space pan).
- nearestSegmentIndex + pointSegmentDistance pick which segment m is
bending. The dragged vertex is rendered as a temp inserted point in
the cable's polyline via a module-level cableMidDrag preview.
- On release: snap to the nearest existing clamp within
MID_SNAP_PX / zoom (visual constant per design v5 §11.9 q2), else
POST a fresh clamp at the drop point. Either way, attach to the
cable at ord = segIdx + 1 so the new vertex sits inside the segment
m was bending. A tiny-motion (< 4 world-units) drop is treated as
a plain click-to-select and cancelled.
Snapping to a clamp already on the cable is a no-op (UNIQUE constraint
would 409). Re-fetches cable_clamps from the snapshot after each
attach so ord shifts from the slice-1 attach helper propagate.
Frontend hooks for the v5 routing primitive.
- state gains clamps + cableClamps arrays, hydrated from the snapshot
(`clamps`, `cable_clamps`). Reset on null-project + project-404 paths.
- API helpers: createClamp / patchClamp / deleteClamp + attach / detach /
reorder cable_clamps.
- +Clamp tool button + "C" keyboard shortcut. armTool flips the
tool-clamp class on .canvas-wrap (crosshair cursor).
- onCanvasPointerDown routes tool === "clamp" to placeClampAt, which
POSTs a clamp at the click position. If the click target is on a
cable, the new clamp is also attached to that cable in one go.
- renderCanvas paints clamps as 12×12 rounded squares (per design v5
§11.9 q1) in a new #canvas-clamps <g>. Drag uses the existing
startDrag pipeline (kind="clamp"), which now also moves clamps when
their containing frame is dragged.
- renderInspectorClamp shows label + position + cables-through list +
Delete (with cascade confirm when shared).
Slice 4 wires the clamp into a cable's polyline (mid-segment drag,
visual routing); for now placing a clamp on top of a cable just
attaches it.
Double-click a port → enter cable-draw mode from that port without
having to arm the cable tool first. armTool("cable") is called so
the crosshair cursor is active during the draw; the next port-click
hits the existing cable-draw-in-progress branch in onPortPointerDown
and commits the cable. Esc / clicking the source port cancels.
Single-click behaviour (select + open port inspector) is unchanged
because pointerdown still hits onPortPointerDown first; dblclick
upgrades the selection to a cable-draw source.
m can grab either end of a selected cable and drop it on a different
port / device / IO marker. Mechanics:
- Selected cable renders two .cable-handle circles at its endpoints
(handle radius 7, filled in the cable's colour with a white halo +
drop-shadow). Hidden unless the cable is selected so unrelated cables
don't litter the canvas with grab points.
- pointerdown on a handle calls startCableReplug; the module-level
cableReplug = {cableID, end, x, y} drives renderCanvas to anchor the
affected endpoint at the cursor in world coords. Pointermove keeps
the line tracking; pointerup hit-tests the cursor via
elementsFromPoint (skipping the cable-handle itself).
- Drop target:
port → PATCH {from|to: {port_id}}
device → PATCH {from|to: {device_id}}
IO → PATCH {from|to: {io_id}}
empty / same endpoint → cancel (no PATCH)
- When the cable was auto=1 and the drop commits, the PATCH also sends
promote=true so the server flips it to manual — m took control.
- preventDefault + stopPropagation on the handle pointerdown so canvas
panning / cable-line clicks don't interfere. Pointer capture survives
the drag leaving the SVG bounds.
CSS: .cable-handle gets grab cursor + drop-shadow; .replugging on the
canvas-wrap promotes to grabbing during the gesture.
m: 'I want the size of devices to be customizable. A resize function at
the bottom right corner would be good.'
- 10×10 SVG handle drawn at each device's bottom-right corner with class
.device-resize-handle + cursor: nwse-resize. Subtle grey by default,
darker on hover so m can find it without it dominating the rect.
- startResize captures the pointer, stops propagation so the rect's
pointerdown (= startDrag) doesn't also fire, and updates the local
device.width / .height on every pointermove using svgPoint deltas —
works at any zoom level via the same world-coord conversion the rest
of the canvas uses.
- Clamps to 60×30 minimum during the drag so the rect can't collapse.
- On pointerup: PATCH /devices/:id with the new width + height, then
relayoutAllEdges(deviceID) so ports on every edge redistribute to
their i/(N+1) positions against the new dimensions. Right- and
bottom-edge ports get the visible adjustment; top/left re-space too
but their absolute positions don't change.
m: wheel to zoom around the cursor, drag with middle-mouse / Space-held
to pan, `0` or `Home` to reset, Fit button to frame all content.
Implementation:
- state.view = { x, y, zoom } drives the SVG viewBox via applyViewBox().
Base canvas is 2000×1500; viewBox = (view.x, view.y, 2000/zoom, 1500/zoom).
- Zoom clamped to 0.2x..5x. wheelZoom captures the cursor's world coord
before + after the zoom-step and shifts view.x/y so it stays under
the cursor (Excalidraw-style cursor-anchored zoom).
- startPan captures screen→world scale from getScreenCTM at pointerdown
and converts pointer-move deltas into view.x/y updates — robust across
zoom levels. Triggered by middle-mouse OR Space+drag. Releases pointer
capture + persists the view on pointerup.
- resetView (0 / Home) restores zoom=1, x=0, y=0.
- fitToContent walks frames + devices + IO markers, computes their bbox
with 40px padding, picks zoom = min(BASE_W/bw, BASE_H/bh), and centres
the bbox inside the viewBox (compensating for aspect-ratio meet).
- Header gets a "100%" zoom indicator + Fit button. URL persists view
as ?z=1.200&px=…&py=… so reload returns to the same view.
Because everything goes through viewBox (not CSS transform), svgPoint
still maps screen pixels to world coords via getScreenCTM. Existing
hit-tests, drag, port/cable placement all keep working unchanged.
m wants 'this device connects to ...' declared from the device itself,
not a global sidebar list.
- Device inspector gets a '+ Requirement' button under its Requirements
section. Click pre-fills the modal with from_device_id = this device,
so m only picks the other endpoint + cable type + must/nice.
- Existing requirement rows in the device inspector remain clickable —
they jump to the requirement's own inspector pane.
- New 5th admin tab 'Requirements' carries the all-projects-wide list
with Edit + Delete actions per row and a single '+ Add requirement'
entry point (uses the same modal). Edit/Add close the admin modal
so the requirement modal isn't stacked on top.
- Left sidebar 'Requirements' section + '+ Requirement' button removed.
The legend + tools sections reclaim the freed real estate.
renderRequirements() and the renderRequirements call site in render()
deleted (no consumer left). #btn-add-requirement boot wiring removed.
Header gear ('⚙ Admin') opens a wide modal with four tabs:
- **Projects** — list, rename, edit drawing_name + description, delete
with typed-name confirm. Wires the existing PATCH /projects/:id and
DELETE /projects/:id?confirm=<name> endpoints; renaming was previously
only reachable via the API.
- **Cable types** — full CRUD with the global-scope banner. Mirrors the
legend's quick edit but in a tabular list, plus an inline "+ Add"
form at the bottom.
- **Device types** — built-ins listed read-only with a locked badge
showing kind, description, and port profile (each port row tinted
with the cable_type's colour). Project-custom types under the active
project get editable name / kind / icon / description + Delete.
Port-profile editing on custom types is still deferred (port-profile
reshape will land in a follow-up).
- **Setup templates** — read-only list of built-ins with member devices
and connection requirements expanded under each.
The modal re-fetches projects / cable types / setup templates on open
so it reflects current state regardless of what m did via inspector
panes while it was closed.
Files:
- index.html: ⚙ Admin button + #modal-admin dialog scaffold.
- main.js: patchProject + createDeviceType/patchDeviceType/deleteDeviceType
API helpers; openAdminModal + switchAdminTab + 4 render functions.
- style.css: .admin-shell / .admin-tabs / .admin-row + state classes.
m: 'Add port' should be a sidebar form, not a two-step canvas gesture.
- Port inspector gains a Type dropdown (read /api/cable-types via
state.cableTypes, PATCH /ports/:id with type_id). Edge picker + label
+ delete from prior shift are unchanged.
- New "Add port" form rendered from selection.kind === "port_new":
Type / Edge / Label, Create + Cancel buttons. Default label is the
next free index for the chosen type on this device ("HDMI 3" if two
HDMIs already live there). Recomputes when m changes the type, but
stops recomputing as soon as m hand-edits the label.
- +Port in the device inspector now flips selection to port_new,
rendering the form. Submit → POST → switch to the new port's editor.
No second canvas click required.
- Clicking a port row in the device inspector's port list selects that
port and opens its editor (same surface as canvas-click).
- "← <device name>" back-link in both port editor and add-port form
jumps back to the device inspector.
Removed: state.tool === "port" branch, armPortTool helper, placePortAt
function, .tool-port CSS, state.portToolDevice / portToolTypeID. The
canvas-armed +Port tool was the user-trip-wire perseus flagged; the
sidebar form replaces it entirely.
snapToDeviceEdge also removed — placePortAt was its only caller; the
edgeCentre + portEdge + relayoutEdge trio fully owns port placement
now.
Port rows in the device inspector get a hover background + pointer
cursor to read as clickable.
CSS .device-rect hard-coded stroke + fill, overriding the
stroke=${d.color} SVG attribute the JS wrote. Author CSS beats
presentation attributes, so changing the device colour via the
inspector picker was invisible.
Drop the stroke/fill overrides from .device-rect; set both inline
on the rect element instead — stroke = the chosen colour, fill =
a 12% tint via color-mix so the device reads coloured without
becoming garish. Inline style beats class CSS, so the picker works.
Frames + IO markers don't currently expose a colour picker, so no
analogous fix needed there.
m's stronger invariant: ports must never overlap and must line up on
their edge. Replace the slide-collision dedup with full even-spacing
re-layout — for N ports on an edge, position i goes to axis · i/(N+1)
for i=1..N.
- New portEdge(port, dev) — snaps a port's current offsets to the
nearest of the four edges (same heuristic as snapToDeviceEdge).
- New relayoutEdge(deviceID, edge) — re-spaces every port on the
device-edge and PATCHes the ones whose offsets actually change.
Sort key: x_offset for top/bottom, y_offset for left/right —
preserves m's "I dropped it roughly here" order.
Applied on:
- placePortAt — re-layout the edge after the new port is created.
- inspector edge picker — capture oldEdge, PATCH the port to the
centre of newEdge, then re-layout BOTH old and new edges.
- port delete — re-layout the edge the deleted port was on so the
survivors collapse back to even spacing.
snapToDeviceEdge reverted to its pre-dedup shape (drop the existingPorts
arg and resolveCollision helper); the layout invariant is owned by
relayoutEdge now. edgeOf folded into portEdge.
Three changes from sherlock's Playwright debug (docs/sherlock-+port-bug.md):
1. Select the freshly-placed port. placePortAt now sets
state.selection = {kind:"port", id:port.id} before render() so the
inspector switches to the port panel and the .selected halo makes
the new circle visible — fixes m's "+Port does nothing" perception
(the port WAS being created server-side; it just rendered invisibly
stacked under an existing one and the inspector stayed on the device).
2. Snap-to-edge dedup. snapToDeviceEdge now takes the existing ports
on the device; if the computed (xOff, yOff) lands within 8px of a
peer on the same edge, slide along the edge in 16px steps until a
free slot is found. Eliminates pixel-perfect port stacks.
3. startDrag closure-capture. onUp asynchronously referenced
e.currentTarget after pointerup nulled it, throwing a TypeError
in the console on every click-only device selection. Capture
dragTarget in the outer closure and use that inside add/remove.
Three bundled fixes to slice 7's port flow:
1. Port-pointerdown branches deterministically:
- cable-draw in progress → finish / cancel
- no tool, no draw → select port (inspector opens)
- cable tool → start a draw from this port
- any other tool armed → bubble (so +Port can place a new port even
when the click lands on top of an existing one)
2. Port circles now fill *and* stroke with the cable_type colour so the
port reads as obviously coloured against the device rect. Selection
adds a drop-shadow halo.
3. Port inspector — clicking a port (no other tool armed) selects it
and shows a panel with cable-type swatch, label input, edge selector
(Top / Right / Bottom / Left), and Delete. Changing the edge PATCHes
x_offset / y_offset to the centre of the chosen side.
snapToDeviceEdge already picks the nearest of the four edges, so
placement on +Port lands correctly without further changes.
Export button is no longer disabled. On click it POSTs to the export
endpoint and shows a toast next to the button:
✓ Exported · open in mxdrw (with viewer URL)
✗ Export failed — <detail>
Two changes to close the UX hole m hit on slice 6 — Apply Template
appeared to do nothing because (a) the canvas wasn't refreshed cleanly
and (b) the cables hadn't been computed yet.
Backend (internal/server/solver.go applyTemplate handler):
- After ApplyTemplate succeeds, run Solve(false) inside the same
request. Combined response shape:
{ template_apply: <ApplyTemplateResult>, solve: <SolveResult> }
- Opt out with ?solve=0 for power-users who want to inspect the
seeded devices/requirements before the solver runs. Response in that
case is { template_apply: ... } only.
- If Solve fails after a successful apply, return
{ template_apply, solve_error: "..." } so the frontend can recover
(devices are still there; m can hit Solve manually).
Frontend (web/static/main.js apply-template modal submit):
- Replaced the bare re-snapshot with a call to activateProject(pid).
That's the canonical project-load path — it re-hydrates ALL
collections (frames, devices, ports, io_markers, cables, bundles,
requirements, cable_types, device_types), clears state.selection
so a stale pre-apply selection can't linger, and routes through the
same render() the URL-state hydration uses on initial page load.
- The slice-6 inlined re-snapshot missed the device_types refresh +
selection reset, which I suspect was what made the canvas look
stuck — render()ing with state.selection.kind="cable_type" or
"requirement" pointing at a not-yet-loaded row.
Hand-test (local): Living Room + auto-solve produces 4 devices + 3
requirements + 3 cables; ?solve=0 leaves cables empty. Snapshot
includes the cables on auto-solve path.
+Port (device inspector):
- New button on the device inspector arms a port-placement tool with
the device + currently-active cable type pre-selected.
- Click anywhere on the canvas: snapToDeviceEdge() finds the closest
edge of the selected device, clamps the perpendicular coord, POSTs a
new port. The new port renders immediately (state.ports.push +
render()).
- Per-port × delete button in the inspector ports grid.
Manual cable draw:
- Port circles are now clickable (slice 4 had pointer-events:none).
- Click a port → starts a cable draw with that port as the source
(state.cableDrawFromPortID, port highlighted via .cable-from class).
- Click another port → POSTs a cable with from_port_id + to_port_id,
type derived from source port, auto=false. If the target port's type
differs, confirm-prompt warns m before committing.
- Shift+click target port → binds to the target's parent device
(to_device_id) instead of the port.
- Click an IO marker mid-draw → terminates the cable with to_io_id.
- Esc cancels the draw + clears state.cableDrawFromPortID.
- "Draw cable" toolbar button is now enabled (data-tool=cable, keyboard
is implicit via port-click). armTool() teardown clears the source-port
state.
Cable inspector tweak (slice 6 callback):
- "driver" row now renders as a clickable button showing the
requirement's "FromName ↔ ToName" instead of the raw id; click jumps
the inspector to that requirement.
CSS:
- tool-port + tool-cable add the same crosshair cursor as the other
tools (descendant-targeted with !important to beat svg-draggable's
grab cursor — same fix-pattern as slice 3's cursor-cache pass).
- .port-circle.cable-from gives the source port a glow.
- .btn-link styles for inspector inline buttons.
Header gains a Solve button (keyboard S) + Apply template button.
Canvas:
- Cables render as straight lines port→port (or device-centre when the
endpoint is a whole device, or io-marker centre). Auto-cables get a
dashed stroke; manual cables (auto=0) solid. Stroke colour = cable_type.
- Click a cable to select it → inspector pane updates.
Solve preview-diff modal:
- Calls POST .../solve?preview=1 on open.
- Renders cables_added, cables_removed, bundles_added in colour-coded
lists. Unsatisfied entries get a class="unmet" badge + one-click
quick-fix:
* "no free <type> port" → "+ Add <type> port to <device> and re-solve"
fires POST .../devices/:id/ports-and-resolve in one round-trip and
re-renders the preview.
* "ambiguous cable type" → "Specify cable type…" re-opens the
requirement modal.
* "no compatible cable type" with a preferred type → "+ Add port…"
quick-fix on the from-side device.
- Apply → POST .../solve (no preview) → re-snapshot to pick up new
cable ids + bundle assignments.
Cable inspector (kind=cable):
- Shows type, from-endpoint, to-endpoint labels.
- For solver-owned cables, shows the driving requirement (best-effort
match by unordered device pair + type) and a "Promote to manual"
button (PATCH with `promote: true` flips auto→0).
- Delete button on both auto and manual cables.
Apply-template flow:
- "Apply template…" header button opens a wide modal with a template
dropdown (Living Room / Home Office / Server Rack) + a preview panel
showing each device row (skip checkbox + editable name input) and
the template's requirements.
- Submit → POST .../apply-template with name_overrides + skip_devices,
then re-snapshot.
State + snapshot:
- state.cables, state.bundles, state.setupTemplates added.
- activateProject pulls them from the snapshot; teardown on switch.
Snapshot now carries connection_requirements; state.requirements is
populated on project switch.
Sidebar:
- New "Requirements" section between Cable types and Tools.
- Each row shows "A ↔ B · cable-type" plus a must/nice badge. Clicking
a row selects the requirement (inspector pane updates).
+ Requirement modal:
- Device-pair pickers (autocompletes from the project's current devices).
- Cable-type picker with "— solver picks —" as the first option (saves
preferred_cable_type_id as null on the wire).
- "Must connect" checkbox (default on); notes textarea.
- POSTs to /api/projects/:pid/connection-requirements. 409 collisions
(reversed-pair duplicates) surface as inline form errors.
Drag-from-A-to-B gesture:
- New tool `req` (keyboard R + "Drag req A→B" button). Arming the tool
+ pointerdown on a device starts a dashed-line preview. Pointerup on
another device opens the modal with from/to pre-filled. Anywhere
else cancels. Crosshair cursor while armed.
Inspector:
- Device pane gains a "Requirements" section listing every requirement
involving the selected device, sorted by the other device's name.
Each row is clickable → inspector jumps to that requirement.
- New `requirement` selection kind with its own inspector renderer
showing from/to, cable type, must/nice toggle button, debounced
notes textarea, "Edit" (re-opens modal), and Delete.
Delete of a device cleans up its requirements in local state (server
already CASCADEs the rows).
Modal-driven +Dev (replaces the v3 inline namer):
- Tool armed → click on canvas captures the click position + frame_id
from frameAt(p), then opens a #modal-new-device dialog.
- Dialog has a <select> grouped by `kind` for built-ins, then
project-custom rows, then "Custom (no type)" at the bottom.
- Default selection is the first built-in (NAS). Name input is
auto-pre-filled to <type-name>, bumping to <type-name>-N if a name
collision is detected in the current device list.
- Submit POSTs name + type_id + x/y/w/h + frame_id. Server seeds the
ports in the same transaction; we re-snapshot to pick them up.
Canvas:
- After each device's <rect> + label, render the device's ports as
white-filled <circle>s with stroke = the port's cable_type colour.
- Position: (device.x + port.x_offset, device.y + port.y_offset). The
seeder's "evenly along the edge" layout means ports already sit on
the device's bottom edge by default and follow the device on drag
(because they re-render from the same x/y on every renderCanvas).
- Ports themselves are `pointer-events: none` for slice 4 — selection
remains device-level. Per-port click semantics ship in slice 7
(manual cable draw).
Inspector device pane:
- New "type" row showing the type name + a "(custom)" badge for
project-custom types, or "Custom (no type)" for freeform.
- New "Ports" section with one row per seeded port: cable-type-colour
swatch, label, "unconnected" placeholder. Label falls back to the
cable type's name when the seeded label_prefix was blank.
State + snapshot:
- state.ports populated from snap.ports; cleared on project switch /
404.
- state.deviceTypes hydrated from GET /api/projects/:pid/device-types
after the snapshot loads. Failure of that fetch is non-fatal — the
+Dev modal just shows "Custom (no type)" only.
- Delete-device cleans up its ports from state.ports too (server-side
CASCADE already handles persistence).
Slice 3 frontend.
+ IO tool (keyboard `I`):
- Single-click on canvas places a 30x30 diamond (rotated <rect>) at the
point, with the Power-cable_type colour fill (red-ish).
- Inline namer prompts for a label; empty → server defaults to "IO".
- Drop-point determines initial frame_id via the existing frameAt()
point-in-rect logic, same as devices.
Render:
- io_markers come from snap.io_markers in the snapshot loader. Each
renders as a <rect> with rotate(45) around its centre + a small text
label below the diamond. Selection halo on stroke-width.
- Drag is the same pointer-event flow as devices; on pointerup, PATCH
x,y + recompute frame_id from the new centre. Cross-frame moves
update frame_id with explicit null on the wire when leaving all frames.
- Frame-drag now also relocates contained IO markers (mirrors the
device-cascade pattern). Single PATCH per IO marker on release.
Cable-type inspector:
- Clicking a legend row now sets state.selection = {kind:"cable_type", id}
in addition to toggling activeTypeId. The inspector renders the cable
type's details (name + colour, both editable, with the
"shared across projects" banner from v3 §7), a used-by counter (0
until slice 7 ships cables), and a Delete button that surfaces the
RESTRICT in_use_by_cables count from the server.
- Debounced rename via the existing bindDebouncedRename helper.
Inspector frame view picks up an "IO" count alongside the device count.
Background click + Esc clear the selection (existing behaviour, now
covers cable_type too).
Hand-tested via the API equivalents: 3 IO markers created (free, in
frame, default-label), PATCH x,y + frame_id-to-null all work, cross-
project frame_id rejected with 400, DELETE 9999 returns 404. Snapshot
shape post-slice-3: {frames, devices, io_markers, cable_types} all
populated, ports/cables/bundles still [].
startDrag set state.selection but didn't render until pointerup's onUp
ran — and onUp can throw on `e.currentTarget.classList.remove` if the
event reference is stale after pointer capture release, which leaves
the inspector stuck on 'Nothing selected.'
One-line fix: call render() right after state.selection assignment so
the inspector + halo update from pointerdown, independent of whether
onUp completes cleanly. The drag-completion render at the end of onUp
stays — when both fire it's idempotent (renders are pure functions of
state).
Root cause traced by sherlock with Playwright (docs/sherlock-+dev-bug.md
on the sherlock branch). The previous routing fix at 94869f3 was
necessary but not sufficient: placeDeviceAt() now reaches promptInline()
correctly, but the synchronous input.focus() is undone ~6ms later by
the browser's compatibility-mousedown default — which blurs the active
element when the mousedown landed on a non-focusable target (SVG rect /
SVG root). The blur listener then ran done(null) and ripped the
<foreignObject> out before m could type a name.
Primary fix: e.preventDefault() at the top of both armed-tool branches
in onCanvasPointerDown. Suppresses the focus-shifting default so the
input keeps focus.
+Frame is also wrapped for symmetry. It wasn't strictly affected (its
namer runs from pointerup, not pointerdown) but preventDefault avoids
a subtle text-selection side effect during rubber-band drag.
Secondary fix in promptInline.done(): clear activeNamer *before*
fo.remove(). Enter-key triggers a synchronous blur listener which
re-enters done() — if remove() ran first, the re-entry hit a
"node no longer a child" pageerror. Reordering makes the re-entry a
no-op (activeNamer is already null).
Verified locally: served /main.js shows e.preventDefault() inside both
tool branches and the reordered done() body. go test -race ./... still
green.
Issue 1 — cursor lies about armed tool. .svg-draggable { cursor: grab }
on frame/device rects beat the .canvas-wrap.tool-device #canvas {
cursor: crosshair } rule because element-level wins over descendant.
m saw "grab" hovering a frame with +Dev armed and thought the tool was
broken even though clicks routed correctly after the previous fix. Add
a descendant rule with !important so tool-armed wraps any child cursor:
.canvas-wrap.tool-frame #canvas *,
.canvas-wrap.tool-device #canvas * { cursor: crosshair !important; }
Issue 2 — stale browser cache after each redeploy. http.FileServerFS
served embedded assets with no Cache-Control header, so browsers held
on to the previous main.js/style.css until hard-reload. New noCache
middleware on the static handler emits Cache-Control: no-cache. Note:
embedded FS files have zero ModTime, so http.FileServer suppresses
Last-Modified — every fetch is a fresh 200 rather than a 304. Fine at
~30KB of JS+CSS, and fixes the staleness problem completely.
Middleware is wrapped only around the static handler. /api/* responses
write their own headers and aren't touched.
Verified locally:
curl -I /main.js → Cache-Control: no-cache
curl -I /style.css → Cache-Control: no-cache + contains the new rule
curl -I /api/healthz → unaffected (no Cache-Control from us)
go test -race ./... still green.
onCanvasPointerDown returned early whenever the click landed on a
[data-device-id] or [data-frame-id] element so the per-element drag
handlers wouldn't get hijacked. Problem: this early-return fired BEFORE
the tool check, so clicking +Dev inside an existing frame never reached
placeDeviceAt().
Reordered: tool-armed branches run first and short-circuit. Only when
no tool is armed does the "click started on a child element — leave it
alone" guard kick in. End behaviour:
- +Dev anywhere (incl. inside a frame) drops a device. frame_id
auto-resolves via the existing frameAt() point-in-rect.
- +Frm anywhere (incl. inside an existing frame) starts a rubber-band;
rare but not harmful.
- No tool armed: clicking a device/frame still goes to its own handler
(drag / select). Clicking empty canvas still clears selection.
Hand-tested via the served /main.js + the equivalent backend POST/PATCH
sequence: device-in-frame, device-outside, device-drag, frame-drag with
cascaded device patches — all work.
Renders the slice-2 backend on the empty canvas from slice 1.
Canvas:
- Frames render as dashed-stroke rects with top-left label, slightly
tinted fill. Devices render as solid-stroke rects with centred label
in device.color.
- Selection halo via .selected class (stroke-width bump).
- Empty-state hint disappears once any geometry exists.
Tools (left sidebar + keyboard):
- F / + Frame — rubber-band rect on the canvas. <80×60 cancels. On
release, inline foreignObject namer → POST /api/projects/:pid/frames.
- D / + Device — single click places a 100×35 device centred at the
click. Inline namer → POST devices. Drop-point determines initial
frame_id via point-in-rect against all frames (smallest bbox wins).
- Esc cancels active tool / inline namer / clears selection.
Drag (pointer events + svg getScreenCTM):
- Devices: drag updates x/y live via transform, persists via
PATCH .../devices/:id on pointerup. Also recomputes frame_id from
drop point and includes "frame_id": null|<id> if it changed.
- Frames: dragging a frame moves its contained devices visually too;
on pointerup, single PATCH for the frame + one PATCH per moved device.
Children-batch is computed at pointerdown and only sent on release —
no per-pointermove network traffic.
Inspector:
- Frame selection: name (debounced rename), x/y/w/h, device count,
Delete button (confirm prompt — devices keep existing, frame_id → NULL
via the schema's ON DELETE SET NULL).
- Device selection: name (debounced rename), colour picker
(change-event PATCH, no debounce), x/y/w/h, current frame, Delete.
- Background click clears selection.
devicePatch wire format uses tri-state frame_id: key absent = leave,
key:null = clear, key:<int> = move. Frontend uses `null` explicitly
when a device drops outside all frames.