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.
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.