Commit Graph

109 Commits

Author SHA1 Message Date
mAi
7331f334a8 merge: frame resize handle (bottom-right corner)
Mirrors picasso's device-resize pattern. 10x10 handle at frame's
bottom-right; pointerdown→drag→PATCH width+height on release. Min
200x150. Doesn't interfere with frame-body drag or label-as-grip
selection.
2026-05-17 17:21:52 +02:00
mAi
1c234f3f46 feat(ui): bottom-right resize handle on frames
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.
2026-05-17 17:19:53 +02:00
mAi
cff897978f merge: frame label = clickable drag grip
Drop pointer-events:none on .frame-label and add a pointerdown that
fires startDrag(e,'frame',f.id) — gives m a deterministic select-and-
drag grip at the top-left of every frame where devices/cables can't
occlude it.
2026-05-16 19:33:26 +02:00
mAi
55f8a06560 fix(ui): frame label is a clickable drag grip
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.
2026-05-16 19:32:14 +02:00
mAi
79e17a5cb1 merge: rename mCables → CableGUI (full)
Gitea repo: m/mCables → m/CableGUI
Docker image: m/mcables → m/cablegui
mDock paths: /home/m/stacks/{mcables→cablegui}/ + /home/m/secrets/{mcables→cablegui}/
DB filename: data/{mcables.db → cablegui.db}
Go module + env vars (MCABLES_* → CABLEGUI_*) renamed throughout.
LOFT project survived the DB filename move.
2026-05-16 15:39:16 +02:00
mAi
c206a331ec rename: mCables → CableGUI (project + repo + image + paths)
Full project rename per m's call. Single atomic commit because the
codebase rename is a coupled change — go module path, env vars, DB
default, Docker artefact names, and on-disk mDock paths all flip
together.

- go.mod: module mgit.msbls.de/m/mcables → mgit.msbls.de/m/cablegui
- cmd/mcables → cmd/cablegui (git mv)
- All Go imports rewritten to the new module path
- Env vars: MCABLES_ADDR/MCABLES_DB → CABLEGUI_ADDR/CABLEGUI_DB
- DB default path: data/mcables.db → data/cablegui.db
- Dockerfile + docker-compose.yml: image, container_name, env vars,
  bind-mount /home/m/stacks/mcables → /home/m/stacks/cablegui,
  secrets /home/m/secrets/mcables → /home/m/secrets/cablegui
- Makefile: bin target + run/build commands point at cmd/cablegui
- .gitignore + .dockerignore: /mcables → /cablegui
- README, docs/design.md, CLAUDE.md: prose + paths + image name
- web/static/index.html: <title> + brand
- web/static/main.js + web/web.go: header comment
- internal/exporter: Scene.Source "mcables" → "cablegui"
- internal/server/export.go: error-detail secrets path
- internal/db/migrations/*.sql: header comments (mCables vN → CableGUI vN)

Memory group_id kept as "mcables" to preserve existing memory continuity.
Documented as historical in CLAUDE.md.

go build ./... clean; go test -race ./... green
2026-05-16 15:35:42 +02:00
mAi
2b4c574508 merge: left-click-drag on empty canvas pans the view 2026-05-16 14:05:56 +02:00
mAi
2933bb8662 fix(ui): left-click-drag on empty canvas pans the view
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.
2026-05-16 14:05:46 +02:00
mAi
98fe040364 merge: v5 — cable routing via clamps (all 6 slices)
picasso shipped on a single branch (6 commits @ 813d59b):
- Migration 007: clamps + cable_clamps with PK(cable_id,ord) +
  UNIQUE(cable_id,clamp_id). Store helpers (CRUD + Attach with
  two-pass shift + Detach gap-close + Reorder).
- HTTP endpoints under /clamps and /cables/:cid/clamps.
- Frontend: +Clamp tool + canvas placement + frame-drag carries
  clamps + clamp inspector with cables-through list and
  cascade-with-confirm delete.
- Polyline cable render through clamps. Mid-segment drag picks
  nearest segment; pointerup snaps to existing clamp within
  MID_SNAP_PX/zoom or creates fresh.
- Bundle viz: shared segments get a thick striped overlay (width
  min(12,2+N), gradient stripes by count desc / id asc).
  ×N badge on clamps with ≥2 cables.
- Export: clamps as 12x12 rounded squares (Excalidraw rectangles);
  cable arrows carry mid-vertices through clamps; bundle viz stays
  viewer-only (Excalidraw can't represent gradient strokes).
2026-05-16 14:04:37 +02:00
mAi
813d59b068 feat(v5 slice 6): export clamps + cable mid-vertices to mxdrw
Excalidraw scene now mirrors the v5 routing model:

- Clamps export as 12×12 grey rounded squares (BackgroundColor=#888888,
  StrokeColor=#555555, Roundness type 3). Distinct from the red IO
  marker diamonds so wall outlets vs. routing anchors stay readable.
  Frame_id propagates into the element's FrameID per the existing
  pattern.
- Cable arrows include clamp positions as mid-vertices in the
  `points` array. Pre-grouped + sort.Slice-sorted by ord; each
  mid-vertex is added as an (x-fromAnchor.x, y-fromAnchor.y) offset.
  startBinding / endBinding still point at the from / to endpoint
  excalidraw_ids; mid-vertices are unbound (Excalidraw doesn't have
  per-vertex binding).
- IDAssignment grows a Clamps map; PersistExcalidrawIDs accepts it
  and updates clamps.excalidraw_id on first export so re-exports
  reuse the same element ids (collab cursors / undo history survive).
- Bundle-stripe overlay is **viewer-only** — Excalidraw can't
  represent gradient strokes losslessly, so we export individual
  cable arrows and let the in-app viewer derive the bundle viz.

Tests:
- TestBuildScene_ClampsRenderAsRectangles — 2 clamps → 2 rectangle
  elements + 2 ids in IDAssignment.Clamps.
- TestBuildScene_ArrowPointsIncludeClamps — cable with 1 clamp →
  arrow.Points has 3 entries; middle vertex equals the clamp's
  position relative to fromAnchor.

This closes the v5 slice plan (§11.10). Six slices, one branch,
one redeploy below.
2026-05-16 13:58:32 +02:00
mAi
2cbefd3146 feat(v5 slice 5): shared-segment bundle viz + clamp count badges
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.
2026-05-16 13:54:57 +02:00
mAi
a1de1246e5 merge: remove '+ Type' button from sidebar legend
Per m: cable-type creation lives in the admin modal; the sidebar
button was prominent for a rare action.
2026-05-16 13:52:08 +02:00
mAi
fee9bc5d26 feat(ui): remove '+ Type' button from sidebar legend
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.
2026-05-16 13:50:49 +02:00
mAi
04e7e86a52 feat(v5 slice 4): cable polyline through clamps + mid-segment drag
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.
2026-05-16 13:50:44 +02:00
mAi
6af076a5e0 feat(v5 slice 3): clamp render + Place tool + inspector
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.
2026-05-16 13:48:07 +02:00
mAi
ae59dfc894 feat(v5 slice 2): clamp HTTP endpoints
Wire the v5 store helpers from slice 1 onto net/http routes:

  GET    /api/projects/:pid/clamps
  POST   /api/projects/:pid/clamps
  PATCH  /api/projects/:pid/clamps/:id
  DELETE /api/projects/:pid/clamps/:id

  POST   /api/projects/:pid/cables/:cid/clamps          — attach
  PUT    /api/projects/:pid/cables/:cid/clamps          — reorder
  DELETE /api/projects/:pid/cables/:cid/clamps/:cmid    — detach

frame_id uses the same json.RawMessage tri-state as device/io patches
(absent / null / int) via the existing parseFrameRef helper.

Snapshot endpoint (GET /api/projects/:id) now carries the clamps[] +
cable_clamps[] arrays surfaced by ListClamps + ListCableClamps in
slice 1, so the frontend gets everything in one round-trip.
2026-05-16 13:42:23 +02:00
mAi
4202d0465f feat(v5 slice 1): clamps schema + store helpers + snapshot
Migration 007 introduces the v5 routing primitive:
- clamps table (project-scoped, optional frame_id, excalidraw_id).
- cable_clamps join (cable_id, clamp_id, ord) with PK on (cable_id, ord)
  and UNIQUE (cable_id, clamp_id) to block a clamp visiting the same
  cable twice.

Store helpers in internal/db/clamps.go:
- CreateClamp / GetClamp / ListClamps / UpdateClamp / DeleteClamp —
  standard project-scoped CRUD. UpdateClamp uses FrameRef tri-state.
- AttachClampToCable — appends or inserts at a given ord. Mid-sequence
  inserts use a two-pass shift (bump by 10000, settle to ord+1) since
  SQLite UPDATE doesn't support ORDER BY and a single bulk +1 would
  collide with the UNIQUE (cable_id, ord) PK.
- DetachClampFromCable — removes the row then closes the gap.
- ReorderCableClamps — replaces the whole sequence in one tx.
- ListClampsForCable / ListCableClamps — read helpers.

Snapshot now carries clamps + cable_clamps arrays so the frontend can
hydrate everything in one call.

Tests cover create / update / cascade-delete / attach (append + insert
+ duplicate-rejected) / detach (gap closes) / reorder / snapshot.
2026-05-16 13:40:53 +02:00
mAi
8df5de193a merge: fix overbroad gitignore matching cmd/mcables/
Bare 'mcables' pattern in .gitignore + .dockerignore matched cmd/mcables/
in addition to the built binary at repo root. Root-anchored to '/mcables'.
cmd/mcables/main.go now tracked in git. Fresh worktrees / clones build
clean without copying main.go from a sibling.
2026-05-16 13:39:16 +02:00
mAi
a675c499c3 fix: root-anchor mcables ignore pattern, commit cmd/mcables/main.go
The bare `mcables` pattern in .gitignore (line 11) and .dockerignore
(line 18) was intended to ignore the built binary at the repo root, but
without a leading slash it also matched the cmd/mcables/ directory. The
result: cmd/mcables/main.go was never tracked in git, and fresh worktrees
had to copy it from a sibling to build.

- Change `mcables` → `/mcables` in both files (still ignores the root
  binary; no longer matches the cmd subdirectory).
- Add cmd/mcables/main.go (copied from picasso's worktree, verified
  identical to head's main checkout).

Verified: `git check-ignore cmd/mcables/main.go` returns not-ignored;
a touched `./mcables` at the repo root is still ignored via `/mcables`.
`go build ./...` clean.
2026-05-16 13:38:52 +02:00
mAi
78bce498b4 merge: design v5 — cable routing via clamps (§11)
Schema (clamps + cable_clamps join), polyline-through-clamps rendering,
bundle = derived from shared-segment overlap (no detection algorithm),
clamp tool + drag-cable-midpoint-to-snap-through-clamp UX, export
maps to Excalidraw arrow mid-points.
2026-05-16 13:35:14 +02:00
mAi
359ed892ac merge: double-click port → start cable draw (dali's variant)
Adds armTool('cable') so the cursor shows crosshair during the
in-progress draw — matches m's literal 'cursor crosshair' request.

(Picasso shipped a similar fix in parallel due to a head dispatch
race; dropping picasso's variant in favour of this one.)
2026-05-16 13:29:58 +02:00
mAi
0ecd9c8b4a feat(ui): double-click a port to start a cable draw
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.
2026-05-16 13:29:02 +02:00
mAi
fca9fb0a0f design(v5): cable routing via clamps — §11
m's bundling primitive: a clamp is a physical anchor on the canvas;
cables route through clamps in order; cables that share a consecutive
clamp pair are visibly bundled on that segment. Overlap is the bundle —
no detection pass.

Section covers:
- 11.1 Schema: clamps table + cable_clamps join, migration 007. Clamps
  carry frame_id so frame-drag carries them.
- 11.2 Cable rendering: <polyline> through [from, clamp₁..n, to];
  endpoint-replug handles stay on first/last vertices.
- 11.3 Bundle visualisation: shared segments rendered as a 2+N px
  striped line; clamp icon shows ×N count when shared. Computed live
  on every renderCanvas — O(C·N̄), trivial at v0 scale.
- 11.4 UI: +Clamp tool (C shortcut), mid-segment drag-to-snap (snap
  radius ~16 px / zoom), clamp inspector, right-click remove-from-cable.
- 11.5 Existing bundles table: keep, repurpose. Implicit bundles are
  derived from shared clamp segments; explicit named bundles still live
  in the table.
- 11.6 Solver coupling: v0 solver still emits straight cables; m
  hand-routes after. v5.1 future work for solver-suggested clamps.
- 11.7 Export: clamps export as small grey diamonds; cable arrows use
  Excalidraw's points array for mid-vertices. Bundle stripes are
  viewer-only (Excalidraw can't represent them losslessly).
- 11.8 API additions: clamp CRUD, attach/detach/reorder cable clamps.
  Snapshot grows clamps + cable_clamps arrays.
- 11.9 Five open questions for m (icon shape, snap radius scaling,
  cascade-on-delete confirm, stripe order, solver respect for manual
  clamp routing).
- 11.10 6-step slice plan post-approval.

DESIGN v5 READY FOR REVIEW
2026-05-16 13:19:55 +02:00
mAi
40ab3d2630 merge: drag-to-replug cable endpoints
Selected cable shows two endpoint handles (r=7, coloured + halo).
pointerdown on a handle starts an endpoint drag; hitTestEndpointTarget
resolves cursor over port / device / IO marker; pointerup PATCHes the
from_/to_ field. Cancel on empty canvas or same-endpoint drop.
auto=1 cables auto-promote to auto=0 when m successfully drops on a
new valid endpoint.
2026-05-16 13:17:25 +02:00
mAi
17e6b5e91c feat(ui): cable endpoint replug — drag handles to a new target
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.
2026-05-16 13:11:33 +02:00
mAi
9107a9f7b2 merge: device resize handle (bottom-right corner)
10x10 handle on every device, drag to resize. Min 60x30. On pointerup,
PATCH width/height + relayoutAllEdges so ports re-distribute. stopPropagation
keeps the body drag separate from the handle drag. Works at any zoom.
2026-05-16 13:07:31 +02:00
mAi
89686d0c1f feat(ui): bottom-right resize handle on devices
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.
2026-05-16 12:59:51 +02:00
mAi
57a9154f18 merge: canvas zoom + pan (last of 6 polish tasks)
state.view = {x,y,zoom} drives SVG viewBox. Zoom clamped 0.2-5x.
- Wheel = zoom around cursor (Excalidraw-style)
- Middle-drag or Space+drag = pan
- 0 or Home = reset
- Header: zoom % indicator + Fit button (bbox + 40px padding)
- URL persists ?z=&px=&py= (cleaned when at default)
- All inputs/hit-tests stay in world coords — no changes needed to
  port/cable/drag handlers
2026-05-16 12:10:28 +02:00
mAi
6c31802522 feat(ui): canvas zoom + pan via SVG viewBox
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.
2026-05-16 12:05:24 +02:00
mAi
46e8474c2b merge: requirements UX — per-device primary + all-view in admin
Device inspector gains a Requirements section + Requirement button
pre-filled with the current device's id. The global Requirements
section is removed from the left sidebar — legend + tools reclaim
the space. All-requirements view moves into the admin modal as a
5th tab.
2026-05-16 12:00:32 +02:00
mAi
9aa395854d feat(ui): requirements live in the device inspector + admin tab
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.
2026-05-16 11:59:08 +02:00
mAi
f08c48e9b5 merge: admin modal — projects + cable types + device types + templates
⚙ button in header opens a tabbed modal:
- Projects: list, rename name/drawing_name/description, delete with
  typed-name confirm. patchProject API helper added.
- Cable types: global-scope banner, name + colour edit + delete
  (blocked on use) + add.
- Device types: built-ins read-only with locked badge; project-custom
  name/kind/icon/description CRUD. Port-profile reshape deferred —
  flagged in the UI.
- Setup templates: read-only with expanded member devices +
  requirements.

Modal over full page — fits the no-build vanilla-JS shape. Verified
on mDock (PATCH project rename + description round-trips).
2026-05-16 11:55:26 +02:00
mAi
6cd5925f4c feat(ui): admin modal — projects + cable types + device types + templates
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.
2026-05-16 11:51:05 +02:00
mAi
9773063008 merge: port editor in sidebar — type + edge + name; +Port retired
Port inspector now has a Type dropdown (PATCH /ports/:id with
type_id), keeps edge picker + label input + delete + back-link.

Replaces the canvas-armed +Port tool with a sidebar 'Add port' form
(reached via +Port button in the device inspector). Form fields:
Type, Edge, Label with auto-default '<type> <next-index>' that stops
auto-updating once m hand-edits. Submit → POST → relayout edge for
even spacing → selection switches to the new port's editor.

Port rows in the device inspector's list now click-to-select.

Removed scaffolding: tool === 'port' branch, armPortTool,
placePortAt, snapToDeviceEdge, .tool-port cursor CSS.
2026-05-16 11:45:25 +02:00
mAi
61bc1dcf43 feat(ui): port editor + add-port form in the sidebar inspector
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.
2026-05-16 11:40:45 +02:00
mAi
056777f1c1 merge: template-apply creates frame + grid-places devices inside
ApplyTemplate now creates a frame named after the template
('Living Room' etc, suffixed on collision), computes a uniform grid
(cols=min(ceil(sqrt(N)),4), rows=ceil(N/cols)), and places each
device inside the frame with frame_id set.

Frontend unchanged — activateProject re-hydrates the snapshot
including the new frame.

Tests cover frame creation + in-frame placement + name-collision
suffix. Verified on mDock: Living Room template → frame (200,200,
294×200) with TV/Soundbar at row 0 and ChromeCast wrapping to row 1.
2026-05-16 11:35:25 +02:00
mAi
2aff5eb04d feat(template): apply-template lands devices inside a named frame
Before: ApplyTemplate dropped devices in a horizontal row at fixed
canvas coords with frame_id NULL — devices appeared anywhere and m
had no way to express "these belong together".

Now: each apply creates a frame named after the template (suffixed
"…  2/3/…" on name collision) and lays the devices out in a uniform
grid inside it. Grid is roughly square (cols = ceil(sqrt(N)), capped
at 4) with 30/50 px gaps and 32/48 px padding. Each device gets the
new frame's id and grid-cell coords.

Schema unchanged. ApplyTemplateResult.frames_added carries the new
frame so the frontend can refresh the canvas without a full snapshot
reload.

Tests:
- TestApplyTemplate_CreatesFrameAndPlacesDevicesInside — frame is
  created with the template's name, every device has frame_id set,
  every device sits inside the frame rect, no two devices share a
  grid cell.
- TestApplyTemplate_FrameNameSuffixOnCollision — pre-existing
  "Living Room" frame in the project ⇒ template's frame named
  "Living Room 2".
- Existing tests unchanged.
2026-05-16 11:30:32 +02:00
mAi
5c11bf33cb merge: port UX bundle — selection feedback + even-spacing + onUp + device colour
3 commits (491db73, b28fc0c, 86264d1):
- +Port now sets state.selection on the new port → inspector switches
  to the port panel + halo shows
- Ports relayout to even spacing along the affected edge on every
  add/delete/edge-change (no more invisible stacking)
- startDrag.onUp captures the rect in closure instead of reading
  currentTarget after pointerup (no more 'classList of null' spam)
- Device colour: dropped CSS stroke/fill hard-codes, inline style now
  paints the rect — picker actually changes the visible colour

All verified end-to-end on the deployed image.
2026-05-16 11:25:32 +02:00
mAi
86264d1284 fix(ui): device colour now actually shows on the canvas
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.
2026-05-16 11:23:47 +02:00
mAi
b28fc0c565 fix(ui): even-spacing relayout on every port-set change
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.
2026-05-16 11:19:16 +02:00
mAi
491db730eb fix(ui): +Port feedback + snap dedup + startDrag closure-capture
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.
2026-05-16 11:12:13 +02:00
mAi
90157dfd14 merge: migration 006 — IOx-* and Multi-plug-* are power strips
m: 'IOx-8 should have 8 powerports on the front, one on the back'.
Migration 006 reshapes all 8 power-distribution types (IOx-3/6/8,
Multi-plug 3/4/5/6, Wifi-plug) into 1 Power In on top (back) +
N Power Out on bottom (front).

Existing devices keep their old ports per design §2.3 — delete +
recreate to pick up the new layout.

Verified on mDock: IOx-8 ports = [(top, Power In, 1), (bottom,
Power Out, 8)].
2026-05-16 11:08:13 +02:00
mAi
f1af2820e1 fix(catalog): migration 006 — IOx-* and Multi-plug-* are power strips
m's actual hardware: IOx-3/6/8 are power strips, not USB hubs. v4 seeded
them as Power × 1 + USB × N which doesn't match reality. Multi-plug 3-6
and Wifi-plug from v5 lumped every Power port on the same bottom edge
without distinguishing input from outputs.

Migration 006 wipes and re-seeds the port profile for all 8
power-distribution types with the canonical 2-row layout:

  Power In  × 1 on top    (back, sort_order 0)
  Power Out × N on bottom (front, sort_order 1)

N for each:
  IOx-3 / Multi-plug 3 → 3
  IOx-6 / Multi-plug 6 → 6
  IOx-8                → 8
  Multi-plug 4         → 4
  Multi-plug 5         → 5
  Wifi-plug            → 1 (pass-through outlet)

Existing device instances keep their already-seeded ports per design
§2.3 (ports are instance-owned). m needs to delete + recreate any
IOx-* / Multi-plug-* / Wifi-plug instances to pick up the new layout.

Tests:
- TestSeed_PortProfiles: comments updated; totals unchanged (Power In 1
  + Power Out N matches old Power 1 + USB N / Power N).
- TestSeed_PowerHubs (was TestSeed_PowerCatalog, rewritten): table-drives
  all 8 affected types. Asserts exactly 2 port rows — top/Power In/1 and
  bottom/Power Out/N — plus kind/icon for the v5 catalog entries.

Design §2.2 catalog table refreshed to match.
2026-05-16 11:03:32 +02:00
mAi
3276cfeb17 merge: port UX — coloured fill + selectable + edge picker
picasso shipped (1 commit @ 82cf5a3, +157/-28):
- onPortPointerDown rewritten into 4 deterministic branches:
  cable-draw-in-progress | no-tool-no-draw | cable-tool | other-tools
  (bubble). Other-tools branch is what makes +Port placement work
  when the click lands on an existing port — the previous handler
  silently returned for any non-cable tool.
- Port circles fill + stroke in cable-type colour. .selected halo.
- New renderInspectorPort: type swatch + label + edge dropdown
  (Top/Right/Bottom/Left) + delete. Edge change PATCHes x_offset
  and y_offset to the chosen side's centre.

End-to-end verified on deployed image via PATCH /ports/:id round-trip.
2026-05-16 02:21:09 +02:00
mAi
82cf5a3052 fix(ui): port UX — coloured fill, selectable, edge picker
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.
2026-05-16 02:15:11 +02:00
mAi
5d055ad521 merge: catalog-power — Multi-plug 3/4/5/6 + Wifi-plug
Migration 005 adds 5 power-distribution device types. Total
device_types now 21.
2026-05-16 02:07:17 +02:00
mAi
93b276875e feat(catalog): migration 005 — power-distribution devices
Adds 5 built-in device_types (project_id NULL, built_in=1):
- Multi-plug 3/4/5/6 (kind=hub, 🔌) — Power × N+1 (1 in + N out)
- Wifi-plug (kind=accessory, 📶) — Power × 2 pass-through outlet

The solver treats every Power port identically regardless of in/out
direction; m knows which end is which from the physical setup.

Tests:
- TestSeed_BuiltInDeviceTypes: built-in count rises from 16 → 21.
- TestSeed_PortProfiles: new entries' port totals.
- TestSeed_PowerCatalog (new, table-driven): asserts kind, icon, and
  the single Power port row for each of the 5 new types.
2026-05-16 02:05:30 +02:00
mAi
205e9eab26 merge: fix mxdrw auth — Bearer → HTTP Basic
mxdrw on mlake uses BASIC_AUTH_USER + BASIC_AUTH_PASS; slice 8's
Bearer design didn't match. Swapped req.SetBasicAuth(MEXDRAW_USER,
MEXDRAW_PASS). DEPLOY-VERIFY drawing on mxdrw confirms end-to-end
export from the deployed image works.
2026-05-16 02:01:16 +02:00
mAi
fe6f86593e fix(export): switch mxdrw auth from Bearer to HTTP Basic
mxdrw expects HTTP Basic Auth (BASIC_AUTH_USER + BASIC_AUTH_PASS on the
server side). Replace MEXDRAW_TOKEN with MEXDRAW_USER + MEXDRAW_PASS,
use req.SetBasicAuth on the export PUT.

Updated docker-compose.yml comment and README env table to match.
Roundtrip verified locally against mxdrw.msbls.de.
2026-05-16 01:49:23 +02:00
mAi
a7835468a1 merge: slice 8 — Excalidraw export to mxdrw.msbls.de
picasso shipped (2 commits): internal/exporter pure BuildScene +
Generate21 (crypto/rand base62 IDs), internal/db/excalidraw_ids.go
idempotent persistence, internal/server/export.go POST handler with
bearer auth + 10s timeout, frontend Export button + toast.

6 new exporter tests + 60+ existing all green with -race. Hand-test
roundtrip vs mxdrw confirmed: 20 elements per spec, IDs stable across
re-exports.

Deploy to mDock blocked on MEXDRAW_TOKEN — picasso correctly refused
to fake the secret. m to drop value into /home/m/secrets/mcables/.env
on mdock, then redeploy.
2026-05-16 01:42:17 +02:00