Anchor App Phase 2 Part 1
Summary
Phase 2 Part 1 of the Anchor App: shipped text editing end-to-end — text-element rendering with styled runs, double-click spawn + editing state, caret + typing + Backspace/Delete/Enter with utf8 + key auto-repeat, selection (drag, shift+click, Ctrl+A), OS-clipboard (Ctrl+C/X/V), coalesced Ctrl+Z/R for text edits, and a new element-vs-pane interaction-mode axis (F10 toggle). Engine got SDL_TEXTINPUT capture and lost its built-in Escape-to-quit.
Session orientation:
- Read prior session log (
a327ex-site/logs/anchor-app-phase-1-part-3.mdhead + close). - Read
plan_focused.md,docs/ui_architecture.md, currentcanvas.lua,main.lua,workspace.lua,pane.luato ground state. Confirmed Phase A (text editing) was the next gating item per the focused plan. - Read
Anchor2/.claude/CLAUDE.mdfor v2 disciplines andAnchor2/app/data/canvases/scratch.luato understand persisted shape.
Step 1 — render-only text element (styled runs):
- Settled three upstream decisions via AskUserQuestion: text representation = styled runs (list of
{text, style={bold,italic,code}}), headings ship in Phase A, sequencing = render-only → editing → registry/hot-reload. - Element shape:
{type='text', kind='body'|'h1'|'h2', x, y, w, h, content=[runs]}.kindpicks the body font + size; per-run style picks the per-run font variant (regular / italic / medium-as-bold / mono-for-code). Headings ignore inline emphasis for v1. - New font registrations in
main.lua:serif_body_italic,serif_body_bold(Medium stands in for bold; no Bold .ttf),serif_h1(24pt Medium),serif_h2(18pt Medium). - New helpers in
canvas.lua:BODY_FONT_FOR_KIND,pick_text_font(kind, style),pick_text_color(kind, style),draw_text_element(el). Color choices:text_headingfor h1/h2,peachfor code (placeholder),text_primaryfor body. draw_text_elementtokenizes runs intoword/ws/breaktokens, lays them into lines with greedy word wrap atel.w, takes max font height per line as the line height. Auto-height:el.hset to total rendered height each frame.save_canvas+read_canvas_elementsextended with atextbranch — serializes/deserializes kind + content runs with style flags.- Sample content added to
data/canvases/scratch.lua(h1, body with bold/italic/code mix, h2, second body with italic phrase) to the right of the existing image so nothing overlaps.
Element vs pane interaction modes (cross-cutting):
- User raised the design: clicking off an element shouldn't reach into pane state by default. Pane operations should be relegated to a separate mode.
- Settled via AskUserQuestion: F10 toggles between
'element'(default) and'pane'modes; status-bar text indicator is enough visual cue. workspace_state.interaction_modeadded, persisted to.workspace_state.lua. Default 'element'. Existing save files without the field gracefully default.update_focus_on_clickandpaint_focus_bordergated on'pane'mode. Click-outside-deselect for elements stays unconditional (element-level behavior).- Added
workspace_get_interaction_mode()accessor; status_bot.lua shows 'ELEMENT' (text_muted) or 'PANE' (lavender) next to the 'UI KIT' label. - Follow-up: Ctrl+drag pane-swap and its hover-affordance ring also gated to pane mode (a drag already in flight finishes ungated, so mid-drag mode toggle doesn't strand it).
Step 2a — engine SDL_TEXTINPUT capture + bound API:
- Found engine only exposed raw
key_is_pressed/down/released; no text-input path. Needed for typing. - Added typed-text queue in
anchor.cnext to the drops queue:MAX_TYPED_EVENTS=32 × MAX_TYPED_LEN=32static buffer,enqueue_typed_text()helper. SDL_TEXTINPUTevent handler in the main poll loop enqueuesevent.text.text(UTF-8). SDL filters chord keypresses (Ctrl+X etc.) and pure modifiers out of this stream so typing doesn't include them.l_engine_get_typed_text()Lua binding drains the queue into one concatenated UTF-8 string vialuaL_Buffer. Lua-side use:local t = engine_get_typed_text(); if t ~= '' then insert_at_caret(t) end.SDL_StartTextInput()called once after window creation. Always-on for v1.- Built cleanly to
engine/build/anchor.exeand copied toapp/anchor.exe. Smoke test added inmain.luaprinting typed text — removed at end of Step 2c.
Engine: Escape no longer quits the app:
- User reported Escape was killing the program. Found two paths in
anchor.c: the main event loop (line ~10161) and an error-state fallback loop (line ~10723), both settingrunning = falseonSDLK_ESCAPE. - Removed both. SDL_QUIT (window close button) still terminates. Comment notes games can wire Escape via
key_is_pressed('escape') + engine_quit()if they want it back. - Rebuilt + copied to app.
Step 2b — spawn + editing state machine (no typing yet):
- Settled three design decisions via AskUserQuestion: caret on entry lands at click position (Figma-style), resize handles hide during editing, sub-step split = engine → spawn/enter → full editing (three pause points).
- New constants:
DOUBLE_CLICK_S=0.30,DOUBLE_CLICK_DIST=4,SPAWN_TEXT_W=400. spawn_text_element_at(host, cx, cy)helper: empty body element at cursor, usesmake_add_commandso spawn is undoable.- Init adds
self.editing_el=nil,self.last_click_time=-1,self.last_click_x=0,self.last_click_y=0. - Click handler restructured into four branches: D1 (double-click empty → spawn + enter editing), D2 (double-click text → enter editing), E1 (click in editing element → no-op for Step 2b, caret reposition in 2c), E2 (anything else → exit editing + normal click flow).
- Editing chrome: 1px
theme.peachborder (no handles), distinct from the lavender selection chrome. - Version polling: clears
editing_elif its element vanished (e.g. via undo of spawn). - Click-outside-deselect now also clears
editing_el. - Escape key (gated on
owns) callsexit_editing(self). exit_editing(self)helper: clears editing_el, clears key_repeat_next (later step), auto-removes empty text elements bypassing undo. Inlined the element-search loop sinceindex_ofis defined later in the file.- Delete key gated on
not self.editing_el. E embed-spawn gated onnot self.editing_el.
Step 2c — caret + typing + Backspace/Delete + click-to-position:
- Refactored
draw_text_elementintolayout_text_element(returns{body_font, lines, chars, end_pos, total_h}) +render_text_layout(draws). Layout cached onel._layoutafter each frame so hit-test/caret-render can read it. chars[]table has one entry per source byte in linear order:{x, y, line, line_h, run_idx, offset, advance}. Used for click → caret hit-test AND caret → pixel render.end_poscomputed from last token's geometry (handles end-of-content caret placement, including post-newline empty line).- New editing helpers:
content_total_bytes,caret_to_run_offset,run_offset_to_caret,insert_at_caret,backspace_at_caret(utf8.offset-aware),delete_at_caret(utf8.offset-aware),content_is_empty,hit_test_caret(lo, cx, cy),caret_render_pos(content, lo, caret_index). - New state on canvas init:
caret_index,caret_anchor,caret_blink_t,key_repeat_next={}. - Click branches set caret: D1 → caret=0; D2 → hit-test against cached
_layout; E1 → reposition caret via hit-test. - Typing block at end of update: drains
engine_get_typed_text()every frame (queue would otherwise bloat to its 32-event cap); if editing, applies. Backspace/Delete viakey_pressed_or_repeated(state, key)helper withKEY_REPEAT_DELAY=0.45,KEY_REPEAT_RATE=0.020(50 Hz). Initially usedwhileloop for the helper but caught the infinite-loop bug (key_is_pressedstable within frame); fixed toif. Backspace/Delete/Enter NOT gated onownsso typing continues even if cursor wanders. - Caret render in chrome block: 1px text-color bar at
caret_render_pos. Blink: solid for 0.5 s after every movement (BLINK_HOLD), then 1 Hz square wave on/off. - Removed the temporary
[typed]smoke test frommain.lua.
Bug fix — long words don't wrap:
- User reported: typing
aaaaaa...continues past element edge; no wrap. - Root cause: the wrap check
if cur_x > 0 and cur_x + w > el.w then commit() endshort-circuits whencur_x == 0(start of fresh line), so a single word wider thanel.wskipped wrapping entirely. - Fix: after the "wrap to fresh line" attempt, check
cur_x + w <= el.w— if not (word wider than the element), force-break character by character. Each char becomes its own one-charworditem incur_itemsso the renderer draws them inline;chars[]still tracks per-char positions for caret correctness.
Enter for newline + key auto-repeat for Enter:
- User asked for Enter to insert a newline; engine has it as
'enter'per the key-name list.'\n'flows throughinsert_at_caretand the tokenizer's existing break path renders it as a hard line break. - Auto-repeat for Enter via the same
key_pressed_or_repeatedhelper.
Bug fix — text appears selected after spawn-and-type:
- User reported: new text element + type → typed text shows as a selection.
- Root cause: D1 sets
caret_anchor=0, caret_index=0. Typing advancescaret_indexbut leavescaret_anchorat 0. Selection range[0, index)appears. - Fix (folded what was planned as Step 3b into the current step): added
delete_range(content, lo, hi)helper andconsume_selection()closure inside the typing block. Typing / Backspace / Delete / Enter all runconsume_selection()first (if anchor != index, deletes the range and collapses to its start), then their normal mutation.caret_anchoralways synced tocaret_indexat end. Now typing into an active selection properly replaces it.
Bug fix — trailing newline border + unclickable trailing line:
- User reported: editing element with content + Enter renders the border too short (cuts off above the trailing empty line). Plus after Escape + re-enter, can't click into the trailing empty line.
- Root cause #1:
total_hcalculation for trailing-newline case wascur_y(the y of the unrepresented empty line), missing one body-line of height. Fixed tototal_h + body_font.height. - Root cause #2: hit_test_caret only looks at
chars[]entries; the empty line after a trailing\nhas no chars[] entry on it, so clicking there falls back to the last committed line. User explicitly requested the cleaner fix: strip trailing\nbytes on exit-editing. Addedstrip_trailing_newlines(content)helper. Called fromexit_editingbefore the empty-check + auto-remove. If strip mutated bytes (and didn't empty the element), model_bumps + saves.
Step 3a — selection state + visual + drag-select + shift+click:
- User asked what Step 3 entails; laid out the breakdown (state, visual, mouse, keyboard editing on selection, clipboard). Settled sequencing via AskUserQuestion: 3 → 4 → 2e (selection + clipboard first, then formatting hotkeys, then arrows). Selection-aware editing folded into 3a after the spawn-and-type bug to keep behavior coherent.
selection_rects(lo, sel_lo, sel_hi)walkschars[sel_lo+1..sel_hi]and groups by line — one rect per affected line, merged via min_x/max_x.draw_text_elementtakes an optionalsel={lo, hi}arg; paintstheme.lavender_faintrects BEFORE the text so the translucent highlight sits behind glyphs (not on top — translucent overlay would muddy the glyphs).- Elements loop computes
selonly whenel == self.editing_el, so a second view of the same model doesn't paint a phantom highlight. - New drag state
'selecting': E1 single-click setsdrag.state='selecting'(Shift held keeps anchor pinned; plain click collapses anchor to new caret). Drag-update branch for'selecting're-hit-tests caret position on mouse motion. Release branch gated to skip save_canvas for selecting (no persisted data changes).
Step 3 final — Ctrl+A select-all + Ctrl+C/X/V clipboard:
content_substring(content, lo, hi)helper concatenates run text overlapping the byte range; styled-run information dropped (plain-text clipboard for v1).- Ctrl+A: finalize pending edit (selection change as separator), set
caret_anchor=0,caret_index=total_bytes. - Ctrl+C: if selection,
clipboard_set(content_substring(...)). No mutation. - Ctrl+X: atomic — finalize pending, snapshot pre, set clipboard, consume_selection, push text-edit cmd directly.
- Ctrl+V: atomic —
clipboard_get()may be nil, guarded. finalize pending, snapshot pre, consume_selection if any,insert_at_caret, push text-edit cmd. - All four gated on
ctrl_held AND not shiftso Ctrl+Shift+C/V (workspace view-clipboard) doesn't double-fire on top of the text clipboard.
Coalesced text-edit undo (originally planned as Step 5; folded in on user request):
- User explicitly asked for Ctrl+Z/R to work for text edits and for Backspace repeat rate to be faster.
- Lowered
KEY_REPEAT_RATE0.035 → 0.020 (50 Hz). - New helpers:
clone_content,content_equal(compares text + bold/italic/code flags),set_content(in-place run swap; preserves table identity),make_text_edit_command(pre/post content + pre/post caret; restores caret only when pane is currently editing the element). TEXT_EDIT_IDLE=1.0second threshold for coalescing.- New state on canvas init:
pending_edit = nil | {el, pre, pre_caret, kind, last_t}. start_or_extend_pending_edit(self, el, kind): if same el+kind within idle threshold, extend (just bump last_t); else finalize previous and start new with current content snapshot.finalize_pending_edit(self): captures current el.content as post, pushesmake_text_edit_commandif pre != post. Idempotent on no-change.- Kinds:
'typing'(text input + Enter),'backspace','delete'coalesce within kind.'cut'/'paste'are atomic (push cmd directly each press). - Finalize triggers: idle timeout (per-frame check at top of update), any click in canvas, Ctrl+A, exit_editing. Also from workspace via the
flush_undohook before Ctrl+Z/R. pane:flush_undo()dispatch added to pane class; workspace'shandle_undo_keyscallsflush_pane_undo_state()iterating all panes beforeundo()/redo()so in-flight coalesce sessions promote to the stack first.flush_undocallback added to canvas pane def, just callsfinalize_pending_edit(self).- exit_editing reorganized: strip trailing newlines first, then
finalize_pending_edit(so strip is rolled into the same undo entry as the originating edit), then clear editing_el + key_repeat, then check empty/stripped → auto-remove or save. - Version polling clears
pending_editwhen the editing element disappears (prevents stale-el undo entries after undo-of-spawn).
Bug fix — attempt to call a nil value (global 'save_canvas'):
- User reported: Ctrl+Z fired the error at
panes/canvas.lua:546: in method 'revert'. - Root cause:
make_text_edit_command'sapply/revertclosures referencesave_canvasby name. Lua resolves the name at closure-compile time;make_text_edit_commandis defined at line 510,local function save_canvasis at line 775. At compile time of the closure,save_canvaswasn't a local in scope, so it resolved to_ENV.save_canvas(global) which is nil. - Fix: forward-declare
local save_canvasat the top of the file (aboveclone_content). Change the later definition fromlocal function save_canvas(model)tofunction save_canvas(model)(nolocalkeyword) so it assigns to the existing local rather than declaring a new one. Closures now see the populated value at runtime. Same pattern would work for any similar grouping conflict.
Files modified this session:
Anchor2/engine/src/anchor.c— SDL_TEXTINPUT capture,engine_get_typed_textbinding,SDL_StartTextInput()at init, removed Escape-to-quit from both event loopsAnchor2/app/main.lua— added 4 font registrations (serif_body_italic/bold, serif_h1/h2); temporary smoke-test print added then removedAnchor2/app/panes/canvas.lua— text element + editing helpers + layout/render split + draw_text_element + selection rects + caret + click branches + typing/Backspace/Delete/Enter + Ctrl+A/C/X/V + text-edit undo helpers + flush_undo callback + force-break wrap + trailing-newline strip + auto-remove on empty exit (large file; biggest delta of the session)Anchor2/app/panes/status_bot.lua— ELEMENT/PANE interaction-mode label after the UI KIT labelAnchor2/app/workspace.lua—workspace_state.interaction_mode,workspace_get_interaction_mode(), F10 toggle handler, persistence round-trip, gatedupdate_focus_on_click+paint_focus_border+ Ctrl+drag init + drag-affordance ring,flush_pane_undo_statebefore undo/redoAnchor2/app/pane.lua—pane:flush_undo()dispatchAnchor2/app/data/canvases/scratch.lua— sample text-element content (h1 + body + h2 + body with mixed styles)Anchor2/app/docs/ui_architecture.md— TL;DR updated for Phase 2 Part 1 (text editing, interaction modes, undo coalescing, engine SDL_TEXTINPUT, no-Escape-quit, forward-declared upvalue pattern)Anchor2/app/plan_focused.md— "What's already shipped" updated, deferred-items table updated, Phase A section converted to a status-by-deliverable table with open questions resolvedAnchor2/app/plan.md— banner pointer to Phase 2 Part 1 status in plan_focused~/.claude/projects/E--a327ex/memory/project_anchor_app.md— refreshed to reflect Phase 2 Part 1 shipped state
Outstanding for Phase A close-out (deferred to a later session):
- Step 2e — arrow keys / Home / End / Ctrl+arrow word-wise navigation.
- Step 4 — Ctrl+B / Ctrl+I / Ctrl+E formatting hotkeys on selection. Needs run-splitting at selection boundaries.
- Action registry + keybinding map.
- Hot reload.
Let's continue with the Anchor App. Read the last Anchor App session summary and any documents to orient yourself and then tell me what we'll do this session.
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\project_anchor_app.md)
Glob (Anchor2/app/*/.md)
Anchor2\app\docs\visual_identity.md
Anchor2\app\design.md
Anchor2\app\docs\ui_architecture.md
Anchor2\app\plan.md
Anchor2\app\plan_focused.md
Glob (website/logs/anchorapp*.md)
No files found
Glob (a327ex-site/logs/anchorapp*.md)
a327ex-site\logs\anchor-app-design.md
a327ex-site\logs\anchor-app-phase-1-part-1.md
a327ex-site\logs\anchor-app-ui-discussion.md
a327ex-site\logs\anchor-app-phase-1-part-2.md
a327ex-site\logs\anchor-app-phase-1-part-3.md
Glob (Anchor2/app/*/.lua)
Anchor2\app\anchor\animation.lua
Anchor2\app\anchor\array.lua
Anchor2\app\anchor\camera.lua
Anchor2\app\anchor\class.lua
Anchor2\app\anchor\collider.lua
Anchor2\app\anchor\color.lua
Anchor2\app\anchor\font.lua
Anchor2\app\anchor\helpers.lua
Anchor2\app\anchor\image.lua
Anchor2\app\anchor\init.lua
Anchor2\app\anchor\input.lua
Anchor2\app\anchor\layer.lua
Anchor2\app\anchor\math.lua
Anchor2\app\anchor\object.lua
Anchor2\app\anchor\physics.lua
Anchor2\app\anchor\shake.lua
Anchor2\app\anchor\spring.lua
Anchor2\app\anchor\spritesheet.lua
Anchor2\app\anchor\timer.lua
Anchor2\app\rect.lua
Anchor2\app\widgets.lua
Anchor2\app\panes\status_top.lua
Anchor2\app\panes\status_bot.lua
Anchor2\app\panes\main.lua
Anchor2\app\panes\panel.lua
Anchor2\app\content_store.lua
Anchor2\app\undo.lua
Anchor2\app\model.lua
Anchor2\app\main.lua
Anchor2\app\panes\canvas.lua
... [5 more lines]
Bash (ls -lt E:/a327ex/a327ex-site/logs/anchor-app-*.md)
-rw-r--r-- 1 adn 197121 146680 May 11 12:40 E:/a327ex/a327ex-site/logs/anchor-app-phase-1-part-3.md
-rw-r--r-- 1 adn 197121 349441 May 10 23:56 E:/a327ex/a327ex-site/logs/anchor-app-phase-1-part-2.md
-rw-r--r-- 1 adn 197121 152467 May 6 22:18 E:/a327ex/a327ex-site/logs/anchor-app-ui-discussion.md
-rw-r--r-- 1 adn 197121 234108 May 6 22:18 E:/a327ex/a327ex-site/logs/anchor-app-phase-1-part-1.md
-rw-r--r-- 1 adn 197121 396543 May 6 22:18 E:/a327ex/a327ex-site/logs/anchor-app-design.md
The latest session log is anchor-app-phase-1-part-3.md from May 11. Let me read its summary frontmatter and the closing notes.
Read (E:\a327ex\a327ex-site\logs\anchor-app-phase-1-part-3.md)
1 Title: Anchor App Phase 1 Part 3
2 Date: 2026-05-11 12:39:03
3
4 # Anchor App Phase 1 Part 3
5
6 ## Summary
7
8 Phase 1 Part 3 of the Anchor App: shipped embedded views (step 8), the view clipboard (step 9), recursive input routing through embeds, an indirect-cycle render guard, cross-pane click-outside-deselect, and a visible pane-focus border. Phase 1 foundation now complete except for text editing (deferred to Part 4 / focused-plan Phase A). Also refocused the long-term plan to a two-feature scope (writing + website) in a new `plan_focused.md` and marked the original `plan.md` "on hold."
9
10 **Session orientation:**
11 - Read the prior session log (`a327ex-site/logs/anchor-app-phase-1-part-2.md`, 6600 lines) head + relevant sections. The summary at the top confirmed Phase 1 Part 2 ended at the natural pause BEFORE step 8 (embedded views) and Phase 1 Part 3 (text editing).
12 - Read `plan.md`, `docs/ui_architecture.md`, current `canvas.lua`, `main.lua`, `workspace.lua`, `pane.lua`, `model.lua` to ground the state.
13 - Read `a327ex-site/README.md` to understand the website's current Lua-server + markdown pipeline.
14
15 **Plan refocus to writing + website:**
16 - User wanted to scope the app down to two priority features (a story they want to write + a327ex.com maintenance) and discard the filesystem / code editor / music / game-dev / knowledge / background-processing phases from the original 10-phase plan.
17 - Used `AskUserQuestion` to surface four architectural questions: format (native vs markdown export), story shape (prose vs interactive), milestone target, and what to do with the canvas work already shipped.
18 - User chose: **native format all the way** ("the entire website will be Anchor App views, essentially" — WASM-rendered, no markdown export step); **mostly plain prose**; **writing → website order**; **keep canvas architecture, create new plan file**.
19 - Created `Anchor2/app/plan_focused.md` with four sequential phases: Phase A (text element + editing), Phase B (writing mode + multi-document), Phase C (publishing: WASM viewer + server), Phase D (story-shaped polish).
20 - Added a one-paragraph "ON HOLD" banner at the top of `plan.md` pointing to `plan_focused.md`. Did NOT delete or modify the original plan content per user instruction.
21
22 **Confirming step 8 hadn't actually started:**
23 - User claimed step 8 was "partly working" from the previous session. Pushed back honestly because the log's closing exchange was "Let's pause here" right after the step-8 explanation, and grepping `embedded_view` / `embed_view` / `inner_pane` across the codebase returned zero matches in any source file (only `plan.md` + `docs/ui_architecture.md` mentions).
24 - User confirmed they were misremembering — what they had was step 7 (multi-view of one model). Step 8 implementation started fresh.
25
26 **Step 8 — embedded views (panes as canvas elements):**
27 - New element kind `{type='embedded_view', pane_id, pane_type, model_id, pane, x, y, w, h}` alongside existing `image` element.
28 - `main.lua`: changed `canvas_b` from `model_id='canvas:scratch'` to `model_id='canvas:host'` so split mode has two distinct models and can host an embed of canvas:scratch in canvas:host. Both still share the canvas pane type.
29 - `save_canvas` extended with embedded_view serialization (writes `pane_id`, `pane_type`, `model_id`, `x/y/w/h`).
30 - `read_canvas_elements` extended with embedded_view branch using idempotent pane creation: `panes[sav.pane_id]` is reused if already registered, otherwise `pane({id, type, model_id})` is created fresh. The inner pane's init runs `canvas_model_load(model_id)` which is itself idempotent (returns existing or creates new).
... [50 more lines]
Read (E:\a327ex\a327ex-site\logs\anchor-app-phase-1-part-3.md)
80 - User feedback: "Currently ctrl+shift+C copies the original after you clicked it, but there's no visual feedback that it's selected. I think that's important."
81 - `pane.lua`: `pane:update` now caches `self._rect = rect` before dispatching to the type's update. Lets external code find any pane's last-drawn rect (slot rect for top-level panes, embed window-rect for inner panes).
82 - `workspace.lua`: new `paint_focus_border()` paints a 1px lavender border around `panes[pane_focus_id]._rect`. Called after pane updates so inner embed panes have their rect cached (they update during their host's render branch, deep in the frame). Drawn in window coords without re-establishing parent stencil — accepted V1 limitation (border on an embed extending past its host's slot will draw past the slot boundary).
83 - Updated Ctrl+Shift+C logic: if focused pane is a canvas with a `selected_el` of type `embedded_view`, capture the embed's `(type, model_id, w, h)` instead of the host pane. Marked with `kind='embed'`. Otherwise capture the pane (marked `kind='pane'`).
84 - Updated paste: uses captured `w`/`h` when present (preserves embed dimensions), falls back to 400×300 for pane captures.
85
86 **One-thing-selected rule (last visual refinement):**
87 - User feedback: "Only one thing should be selected at a time by default, so if we click an image inside the embed, we want only the image visible as selected. The embed, the pane the embed are in should not be visually showing as selected."
88 - Fix: in `paint_focus_border`, added `if p.selected_el then return end` so the focus border is suppressed when the focused pane has a more specific selection (its element's own chrome already signals focus).
89 - Result: clicking an image inside an embed shows ONLY the image's selection chrome — no focus border on the embed, no focus border on the slot. Alt+click on embed shows only the embed's handle chrome — no focus border on the slot. Clicking empty area in a pane shows the focus border (no element competes).
90
91 **Mode-scoped keybindings memory:**
92 - User noted: "later when we're actually using the app live we'll want to add modes and so on, because we'll not be doing embed view copies or switching panes around that often, so specific modes to capture those hotkeys so they don't collide with more natural usage makes sense."
93 - Saved a feedback-type memory at `~/.claude/projects/E--a327ex/memory/feedback_anchor_app_mode_scoped_keybinds.md` explaining the partitioning principle (structural commands stay workspace-global, in-mode commands shadow them) and added an entry to MEMORY.md under "Anchor App (Omega App)."
94
95 **Files modified this session:**
96 - `Anchor2/app/panes/canvas.lua` — embedded_view element type, find_pointer_target callback, owns_pointer gating, cycle guard, click-outside-deselect, canvas_spawn_embedded_view helper, stub-first canvas_model_load
97 - `Anchor2/app/workspace.lua` — pointer target resolution, pane_owns_pointer, recursive route_drops, focus-on-deepest-pane, view clipboard handler, paint_focus_border, cursor baseline
98 - `Anchor2/app/pane.lua` — find_pointer_target dispatch, _rect caching
99 - `Anchor2/app/main.lua` — canvas_b → canvas:host
100 - `Anchor2/app/docs/ui_architecture.md` — TL;DR updated for Phase 1 Part 3 (embedded views, view clipboard, recursive routing, cycle guard, click-outside-deselect, visible focus)
101 - `Anchor2/app/plan.md` — added "ON HOLD" banner, updated Current Status date to 2026-05-11, updated foundation status table, replaced "What's next" with Phase 1 Part 3 changelog + Phase 1 Part 4 forward look
102 - `Anchor2/app/plan_focused.md` — created (new active plan, writing + website scope); updated to mark steps 8 and 9 as shipped
103 - `~/.claude/projects/E--a327ex/memory/MEMORY.md` — added pointer to new feedback memory
104 - `~/.claude/projects/E--a327ex/memory/feedback_anchor_app_mode_scoped_keybinds.md` — new feedback memory
105
106 ---
107
108 > Let's continue on the Anchor App. Last session was Anchor App Phase 1 Part 2 and you can read the summary to get oriented, as well as general documents in Anchor2/app. This session we'll continue with phase 1, but first I want to redo the entire plan a little. The entire plan contains various features for code, filesystem and other things that are not priority right now. I have a story I want to write, and the website (a327ex-site) I want to maintain, so I'd like to focus the app on those two features first: writing + website. This corresponds to two phases of the many that the plan contains. We can discard the others for now (filesystem, coding, everything else).
109
... [170 more lines]
Let me read the focused plan to understand what comes next.
Read (E:\a327ex\Anchor2\app\plan_focused.md)
1 # Anchor App — Focused Plan: Writing + Website
2
3 *Active plan as of 2026-05-11. The full 10-phase vision in [`plan.md`](plan.md) is on hold; this file scopes current development to two priority features.*
4
5 ---
6
7 ## Why this exists
8
9 The long-term plan in `plan.md` is the omega-app vision: a single environment for writing, code, music, games, knowledge, agents. That's still the destination, but right now there are two things that actually need to ship before anything else:
10
11 1. **Writing.** A story I want to write. Mostly plain prose, the occasional image.
12 2. **Website.** a327ex.com is currently a self-hosted Lua + markdown pipeline (see `a327ex-site/README.md`). The endgame is for the entire site to be Anchor App views rendered by the engine compiled to WASM — no markdown export step, no source-vs-rendered split. The canvas I wrote in the app IS what gets served to visitors.
13
14 Everything else (filesystem/tagging, code editor, music views, game-dev views, knowledge graph, background processing, the full multi-agent roster) is parked. Resume from `plan.md` once these two land.
15
16 ---
17
18 ## If you're a future session picking this up
19
20 Read, in this order:
21
22 1. **This file** — for the focused scope and phase plan.
23 2. **`plan.md`** — for the long-term vision, architecture decisions, and `## Current Status` ledger of what's already shipped. Most of the architecture sections still apply unchanged.
24 3. **`docs/ui_architecture.md`** — UI system architecture (workspace/panes/slots, model–view, hosts, RectCut). Load-bearing and non-obvious from the codebase.
25 4. **`docs/visual_identity.md`** — palette, typography, density, chrome.
26 5. **`docs/mockup_v2_ui_kit.html`** + **`docs/mockup_v2_write.html`** — authoritative visual reference for primitives and writing mode.
27 6. **`Anchor2/.claude/CLAUDE.md`** — framework-v2 coding disciplines.
28
29 ---
30
... [176 more lines]
I have orientation. Let me also peek at the current canvas pane to see how images are rendered today and confirm what the text element will plug into.
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
1 --[[
2 canvas — free-flowing element canvas pane.
3
4 Drops: image files dropped on the canvas are saved to the content
5 store and added as elements at the cursor position, native pixel
6 size. Oversize images overflow the slot intentionally; the stencil
7 clip below hides anything outside the canvas rect, so overflow
8 doesn't bleed into neighboring panes.
9
10 Element shapes (in self.elements):
11 {type='image', blob_id='blob:<hex>.<ext>', image=<image>, x=, y=, w=, h=}
12 {type='embedded_view', pane_id=<string>, pane_type=<string>,
13 model_id=<string>, pane=<pane instance>, x=, y=, w=, h=}
14
15 Image elements: blob_id is the persisted reference. `image` is the
16 live texture handle, re-resolved from blob_id on load. x/y are top-
17 left in canvas-local coordinates. w/h are the rendered size, starting
18 at native image dims and changing as the user resizes.
19
20 Embedded-view elements (step 8): a *pane* hosted as a canvas element.
21 pane_id is the auto-generated stable id under which the inner pane is
22 registered in `panes`. pane_type + model_id are the type + backing
23 model of the inner pane (e.g. type='canvas', model_id='canvas:scratch'
24 for a canvas-in-canvas embed). `pane` is the live pane reference,
25 re-resolved from pane_id at load. Rendering an embedded_view runs the
26 inner pane's update inside the element's bounds, so changes to the
27 shared model propagate as in any other view. Press 'E' with the cursor
28 over a canvas to spawn one (V1: hardcoded to embed canvas:scratch).
29 Self-recursion (a canvas embedding its own model) is blocked with a
30 placeholder render.
... [50 more lines]
Grep (^function (layer_text|font|text))
E:\a327ex\Anchor2\app\anchor\font.lua:39:function font_register(name, path, size, filter)
E:\a327ex\Anchor2\app\anchor\layer.lua:174:function layer_texture(lyr, tex, x, y, color)
E:\a327ex\Anchor2\app\anchor\layer.lua:193:function layer_text(lyr, text, f, x, y, color)
Grep (engine_clipboard|SDL_SetClipboard|clipboard)
8993:static int l_clipboard_get(lua_State* L) {
9007:static int l_clipboard_set(lua_State* L) {
9009: int result = SDL_SetClipboardText(text);
9014:static int l_clipboard_has_text(lua_State* L) {
9408: lua_register(L, "clipboard_get", l_clipboard_get);
9409: lua_register(L, "clipboard_set", l_clipboard_set);
9410: lua_register(L, "clipboard_has_text", l_clipboard_has_text);
Read (E:\a327ex\Anchor2\app\anchor\font.lua)
1 --[[
2 font — thin wrapper over C font functions.
3
4 Usage:
5 fonts.main = font_register('main', 'assets/LanaPixel.ttf', 11)
6 layer_text(game_layer, "Hello", fonts.main, 100, 50, color)
7
8 A font is a plain table with .name, .size, .height plus query methods.
9 Stays as a simple class/struct pattern for consistent access.
10 ]]
11
12 font = class()
13
14 --- `filter` is optional: 'smooth' (grayscale atlas + linear sampling) or
15 --- 'rough' (1-bit mono atlas + nearest sampling). Defaults to the engine's
16 --- current global filter mode. The filter is baked into the atlas at load time
17 --- and cannot be changed afterward — load two copies if you need both.
18 function font:new(name, path, size, filter)
19 self.name = name
20 self.size = size
21 self.filter = filter
22 font_load(name, path, size, filter)
23 self.height = font_get_height(name)
24 end
25
26 function font:text_width(text)
27 return font_get_text_width(self.name, text)
28 end
29
30 function font:char_width(codepoint)
... [14 more lines]
I'm oriented. Here's where we stand and what this session would tackle.
Where we left off
Last session (anchor-app-phase-1-part-3.md, 2026-05-11) finished Phase 1 Parts 1–3 of the original plan: workspace shell, canvas pane with image elements, model layer with multi-view sharing, embedded views, view clipboard, recursive input routing, indirect-cycle guard, click-outside-deselect, visible pane focus. Mid-session, the plan got refocused to two priority features: writing your story and Anchor App–rendering a327ex.com. The full 10-phase vision is parked in plan.md; plan_focused.md is now the active plan with phases A → B → C → D.
This session = Phase A: text element + editing. It's the gating item for everything else.
Phase A scope (from plan_focused.md §A)
- New
textelement kind alongsideimage—{type='text', x, y, w, h, content, ...}, word-wrapped to width, multiple font sizes, inline bold/italic/code. - Blinking caret, typing inserts, Backspace/Delete.
- Arrow nav (incl. Shift-extend, Ctrl-word, Home/End).
- Clipboard via
clipboard_get/clipboard_set(confirmed wired inanchor.c:8993+). - Formatting hotkeys: Ctrl+B / Ctrl+I / Ctrl+E.
- Text-edit undo with coalescing (word break / ~1s idle).
- Action registry + keybinding map — named actions in a registry, declarative chord map. Sets up the command palette in Phase B.
- Hot reload — clear
requirecache + re-require, keybind-driven, persistent state survives.
Tooling already in place: font measurement (font:text_width, :char_width, :glyph_metrics, :height), layer_text, clipboard, focus border, undo command pattern from images.
Three decisions worth nailing up front
The plan lists open questions; the first two shape almost all the downstream code, so I'd rather not guess them.
AskUserQuestion
User has answered your questions: "How should text be represented natively in a text element?"="Styled runs (Recommended)", "Should headings (multiple font sizes per element or per element-of-type-heading) ship in Phase A or later?"="Phase A (Recommended)", "How should we sequence Phase A implementation?"="Render-only → editing → registry/hotreload (Recommended)". You can now continue with the user's answers in mind.
Locked: styled runs, headings in A, render-only first. Before writing code, let me look at what fonts/themes the app currently exposes so the proposal is grounded.
Read (E:\a327ex\Anchor2\app\main.lua)
1 --[[
2 Anchor app — Phase 1, end of step 4 (workspace + template loader).
3
4 This file is the entry point: it sets up the engine, theme, fonts, the UI
5 layer, then delegates per-frame rendering to the workspace shell. The
6 workspace walks a template (slots), looks up which pane is in each slot
7 (mode binding), and calls each pane's :update(dt, input, rect).
8
9 Update vs draw: all UI work — hit-testing, state machine, layer command
10 queueing — runs from `update(dt)`. `draw()` is two lines that flush the UI
11 layer to the screen. See `docs/ui_architecture.md` § 4 "Why one method, not
12 two" for the reasoning.
13
14 Resolution model: see plan.md "Resolution Model". UI code is written in raw
15 logical pixels. dpr=1 today on a single 1920×1080 monitor; the engine handles
16 device-pixel sizing internally when dpr changes (HiDPI / WASM publishing).
17 Nothing in this file should assume dpr=1.
18
19 Filter mode: every UI layer + font is smooth (SDF edges, grayscale atlas,
20 linear sampling). Rough mode is reserved for embedded pixel-art game views.
21
22 Authoritative visual reference: docs/mockup_v2_ui_kit.html.
23 ]]
24
25 require('anchor')({
26 width = 1920,
27 height = 1080,
28 title = 'Anchor',
29 scale = 1,
30 vsync = true,
... [221 more lines]
Grep (font_register|fonts.|theme.font)
E:\a327ex\Anchor2\app\anchor\font.lua:5: fonts.main = font_register('main', 'assets/LanaPixel.ttf', 11)
E:\a327ex\Anchor2\app\anchor\font.lua:6: layer_text(game_layer, "Hello", fonts.main, 100, 50, color)
E:\a327ex\Anchor2\app\anchor\font.lua:39:function font_register(name, path, size, filter)
E:\a327ex\Anchor2\app\main.lua:101:font_register('sans_brand', sans_semi_path, 12) -- top bar brand title (SemiBold)
E:\a327ex\Anchor2\app\main.lua:102:font_register('sans_label', sans_semi_path, 10) -- bottom bar mode label (SemiBold, uppercase)
E:\a327ex\Anchor2\app\main.lua:103:font_register('sans_body', sans_path, 14) -- prose body, default UI
E:\a327ex\Anchor2\app\main.lua:104:font_register('sans_uihead', sans_semi_path, 16) -- panel header titles
E:\a327ex\Anchor2\app\main.lua:105:font_register('serif_body', serif_path, 14) -- long-form prose
E:\a327ex\Anchor2\app\main.lua:106:font_register('mono_tiny', mono_path, 10) -- top/bottom bar metadata
E:\a327ex\Anchor2\app\main.lua:107:font_register('mono_small', mono_path, 11) -- bottom bar center
E:\a327ex\Anchor2\app\main.lua:108:font_register('mono_body', mono_path, 13) -- code, dense panels
E:\a327ex\Anchor2\app\panes\main.lua:16: font = fonts.sans_body,
E:\a327ex\Anchor2\app\plan.md:197:- **Smooth fonts**: atlas baked at `logical_size × dpr` device pixels. A `body` font registered at logical size 14 produces a 14px atlas at dpr=1, a 28px atlas at dpr=2. UI code refers to `fonts.body` by name and never sees the baked size.
E:\a327ex\Anchor2\app\plan.md:198:- **Scale-change handler**: when dpr changes (window dragged to a different monitor, browser zoom), the framework resizes all smooth FBOs and re-bakes all registered fonts. Atlas re-bake is a one-frame blip; only happens on monitor swap or zoom change, so unobtrusive.
E:\a327ex\Anchor2\app\panes\panel.lua:38: font = fonts.sans_body,
E:\a327ex\Anchor2\app\panes\status_bot.lua:19: ui_strip_text_left({strip=content, text='UI KIT', font=fonts.sans_label, color=theme.peach})
E:\a327ex\Anchor2\app\panes\status_bot.lua:22: ui_strip_text_right({strip=content, text='14:23', font=fonts.mono_tiny, color=theme.text_muted, gap=14})
E:\a327ex\Anchor2\app\panes\status_bot.lua:23: ui_strip_text_right({strip=content, text='fonts 3', font=fonts.mono_tiny, color=theme.text_secondary, gap=14})
E:\a327ex\Anchor2\app\panes\status_bot.lua:24: ui_strip_text_right({strip=content, text='tokens 29', font=fonts.mono_tiny, color=theme.text_secondary})
E:\a327ex\Anchor2\app\panes\status_bot.lua:31: font = fonts.mono_small,
E:\a327ex\Anchor2\app\panes\status_top.lua:33: ui_strip_text_left({strip=content, text='Anchor', font=fonts.sans_brand, color=theme.text_heading, gap=8})
E:\a327ex\Anchor2\app\panes\status_top.lua:34: ui_strip_text_left({strip=content, text='workspace · alanis', font=fonts.mono_tiny, color=theme.text_faint})
E:\a327ex\Anchor2\app\panes\status_top.lua:37: ui_strip_text_right({strip=content, text='time 14:23', font=fonts.mono_tiny, color=theme.text_muted, gap=14})
E:\a327ex\Anchor2\app\panes\status_top.lua:38: ui_strip_text_right({strip=content, text='filter smooth', font=fonts.mono_tiny, color=theme.text_secondary, gap=14})
E:\a327ex\Anchor2\app\panes\status_top.lua:39: ui_strip_text_right({strip=content, text='target 1920×1080', font=fonts.mono_tiny, color=theme.text_secondary, gap=14})
E:\a327ex\Anchor2\app\panes\status_top.lua:40: ui_strip_text_right({strip=content, text='build 2026.04.28', font=fonts.mono_tiny, color=theme.text_secondary})
E:\a327ex\Anchor2\app\widgets.lua:91: local font = opts.font or fonts.sans_body
E:\a327ex\Anchor2\app\widgets.lua:119: local font = opts.font or fonts.mono_tiny
E:\a327ex\Anchor2\app\widgets.lua:138: font = font or fonts.mono_tiny
E:\a327ex\Anchor2\app\widgets.lua:154: local font = opts.font or fonts.sans_body
... [12 more lines]
Let me confirm what font files are available before proposing the styled-run encoding.
Bash (ls E:/a327ex/Anchor2/app/assets/ 2>/dev/null | head -40)
CascadiaCode-Italic.ttf
CascadiaCode-Regular.ttf
CascadiaCode-SemiBold.ttf
IBMPlexSans-Italic.ttf
IBMPlexSans-Medium.ttf
IBMPlexSans-Regular.ttf
IBMPlexSans-SemiBold.ttf
IBMPlexSerif-Italic.ttf
IBMPlexSerif-Medium.ttf
IBMPlexSerif-Regular.ttf
LanaPixel.ttf
Quicksand-Regular.ttf
RobotoMono-Regular.ttf
Good — Regular/Italic/Medium across IBMPlexSerif, IBMPlexSans, and CascadiaCode. We can do bold via Medium, italic via Italic, code via mono.
Proposed Step 1 — render-only text element
A text element on the canvas, word-wrapped to its width, supporting headings + bold + italic + code. No editing yet, no spawn keybind yet — a hardcoded sample element baked into canvas:scratch so we can see it render in all four mode-switch templates. Once it looks right we'll layer in the spawn keybind, then editing.
Element shape:
lua
{type='text', kind='body'|'h1'|'h2',
x, y, w, h,
content={
{text='Hello ', style={}},
{text='world', style={bold=true}},
{text=', and ', style={}},
{text='emphasis', style={italic=true}},
{text='. Inline ', style={}},
{text='code()', style={code=true}},
{text=' too.', style={}},
}}
kindpicks the body font + size (body usesserif_body14; h1/h2 are new registrations, ~24/18 serif).- Per-run
styleflags pick the font variant within that kind (regular / italic / medium-as-bold / mono-for-code). - A single text element is one paragraph's worth. Multiple paragraphs = multiple elements (matches the canvas model — each element is independently positionable).
New font registrations in main.lua:
lua
font_register('serif_body_italic', 'assets/IBMPlexSerif-Italic.ttf', 14)
font_register('serif_body_bold', 'assets/IBMPlexSerif-Medium.ttf', 14)
font_register('serif_h1', 'assets/IBMPlexSerif-Medium.ttf', 24)
font_register('serif_h2', 'assets/IBMPlexSerif-Medium.ttf', 18)
-- mono_body already registered for code runs
Word-wrap algorithm (in canvas.lua, new local draw_text_element(el, rect)):
- Resolve
body_fontforel.kind(body/h1/h2 → serif_body / serif_h1 / serif_h2). - Flatten
el.contentinto a token stream: each run becomes alternating word + whitespace tokens, each tagged with{font, color}derived from the run's style. - Walk tokens, accumulating x within the current line. When
x + word_width > el.w, emit a line break (commit accumulated tokens at their measured positions, advance y byline_height). Trailing whitespace on a wrapped line is dropped. - Line height = max font height of all runs on the line (so a single h1 word in a body paragraph still gets proper leading; not needed for the body case but cheap).
- After all tokens drawn, set
el.hto the bottom-most rendered y minusel.y(auto-height; user-resizable width). Resize handles only on left/right edges for text elements.
Persistence (canvas.lua):
save_canvas: emit text-element block withkind,content(list of{text, style}runs),x/y/w/h.hsaved for layout stability but recomputed on load.read_canvas_elements: parse text-element block, push ontoelements.
Hardcoded sample in data/canvases/scratch.lua:
- 1 h1, 1 h2, 2 body paragraphs with mixed bold/italic/code.
What's NOT in this step (saved for later steps):
- Spawning new text elements via keybind.
- Editing (caret, typing, arrow keys, backspace).
- Cross-element selection.
- Action registry.
Files touched: main.lua (font registrations), panes/canvas.lua (new render branch + serialize + parse), data/canvases/scratch.lua (sample element). No other files.
Risk callouts:
- The wrap loop will measure per-word via
font:text_width(word). That's an atlas lookup per call. Per frame it's negligible until the doc gets long; we can cache wrapped lines onel._cache = {version=..., lines=...}later if it bites. For Step 1 I'd leave the cache out. - Auto-height vs fixed-height: I'm proposing auto. Means resize handle on text elements is width-only. The alternative (fixed height with clipping) matches images more but doesn't suit prose. Flagging in case you want the other behavior.
Does this look right? Once you confirm I'll write the code, you test, then we move to Step 2 (spawn keybind + start of editing).
Go ahead
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
1 --[[
2 canvas — free-flowing element canvas pane.
3
4 Drops: image files dropped on the canvas are saved to the content
5 store and added as elements at the cursor position, native pixel
6 size. Oversize images overflow the slot intentionally; the stencil
7 clip below hides anything outside the canvas rect, so overflow
8 doesn't bleed into neighboring panes.
9
10 Element shapes (in self.elements):
11 {type='image', blob_id='blob:<hex>.<ext>', image=<image>, x=, y=, w=, h=}
12 {type='embedded_view', pane_id=<string>, pane_type=<string>,
13 model_id=<string>, pane=<pane instance>, x=, y=, w=, h=}
14
15 Image elements: blob_id is the persisted reference. `image` is the
16 live texture handle, re-resolved from blob_id on load. x/y are top-
17 left in canvas-local coordinates. w/h are the rendered size, starting
18 at native image dims and changing as the user resizes.
19
20 Embedded-view elements (step 8): a *pane* hosted as a canvas element.
21 pane_id is the auto-generated stable id under which the inner pane is
22 registered in `panes`. pane_type + model_id are the type + backing
23 model of the inner pane (e.g. type='canvas', model_id='canvas:scratch'
24 for a canvas-in-canvas embed). `pane` is the live pane reference,
25 re-resolved from pane_id at load. Rendering an embedded_view runs the
26 inner pane's update inside the element's bounds, so changes to the
27 shared model propagate as in any other view. Press 'E' with the cursor
28 over a canvas to spawn one (V1: hardcoded to embed canvas:scratch).
29 Self-recursion (a canvas embedding its own model) is blocked with a
30 placeholder render.
... [991 more lines]
Read (E:\a327ex\Anchor2\app\data\canvases\scratch.lua)
1 -- Auto-generated by canvas.lua. Safe to delete to reset.
2 return {
3 version = 1,
4 elements = {
5 {type="image", blob_id="blob:67a3a77ee5e9d83a.png", x=53, y=41, w=440, h=600},
6 },
7 }
8
Read (E:\a327ex\Anchor2\app\anchor\layer.lua)
180 end
181
182 function layer_animation(lyr, animation_object, x, y, color, flash)
183 eng.draw_spritesheet_frame(
184 lyr_handle(lyr),
185 animation_object.spritesheet.handle,
186 animation_object.frame,
187 x, y,
188 color or 0xFFFFFFFF,
189 flash or 0
190 )
191 end
192
193 function layer_text(lyr, text, f, x, y, color)
194 local font_name = type(f) == 'string' and f or f.name
195 eng.draw_text(lyr_handle(lyr), text, font_name, x, y, color)
196 end
197
198 function layer_push(lyr, x, y, r, sx, sy)
199 eng.push(lyr_handle(lyr), x, y, r, sx, sy)
200 end
201
202 function layer_pop(lyr)
203 eng.pop(lyr_handle(lyr))
204 end
205
206 function layer_set_blend_mode(lyr, mode)
207 eng.set_blend_mode(lyr_handle(lyr), mode)
208 end
209
... [10 more lines]
Grep (l_draw_text|static int l_draw_text|draw_text()
2168:static void layer_draw_text(Layer* layer, const char* text, const char* font_name,
5255:static int l_layer_draw_text(lua_State* L) {
5262: layer_draw_text(layer, text, font_name, x, y, color);
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
2168 static void layer_draw_text(Layer* layer, const char* text, const char* font_name,
2169 float x, float y, uint32_t color) {
2170 Font* font = font_get(font_name);
2171 if (!font || !text) return;
2172
2173 float cursor_x = x;
2174 float baseline_y = y + font->ascent; // Convert top-left to baseline
2175
2176 while (*text) {
2177 uint32_t codepoint = utf8_decode(&text);
2178 if (codepoint >= FONT_FIRST_CHAR && codepoint < FONT_FIRST_CHAR + FONT_NUM_CHARS) {
2179 GlyphInfo* g = &font->glyphs[codepoint - FONT_FIRST_CHAR];
2180 float glyph_w = g->x1 - g->x0;
2181 float glyph_h = g->y1 - g->y0;
2182 float gx = cursor_x + g->x0;
2183 float gy = baseline_y + g->y0;
2184
2185 if (glyph_w > 0 && glyph_h > 0) { // Skip space characters with no bitmap
2186 layer_add_glyph(layer, font->atlas_texture,
2187 gx, gy, glyph_w, glyph_h,
2188 g->u0, g->v0, g->u1, g->v1, color);
2189 }
2190 cursor_x += g->advance;
2191 }
2192 }
2193 }
2194
2195 // Set the current blend mode for subsequent commands
2196 static void layer_set_blend_mode(Layer* layer, uint8_t mode) {
2197 layer->current_blend = mode;
... [30 more lines]
Grep (layer_text()
E:\a327ex\Anchor2\app\widgets.lua:107: layer_text(ui_layer, text, font, x, y, color())
E:\a327ex\Anchor2\app\widgets.lua:129: layer_text(ui_layer, text, font,
E:\a327ex\Anchor2\app\widgets.lua:238: layer_text(ui_layer, text, font,
E:\a327ex\Anchor2\app\widgets.lua:283: layer_text(ui_layer, label, font,
E:\a327ex\Anchor2\app\anchor\font.lua:6: layer_text(game_layer, "Hello", fonts.main, 100, 50, color)
E:\a327ex\Anchor2\app\anchor\layer.lua:193:function layer_text(lyr, text, f, x, y, color)
I have everything I need. Writing the code now.
1. Add font registrations in main.lua:
Edit (E:\a327ex\Anchor2\app\main.lua)
The file E:\a327ex\Anchor2\app\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. Extend panes/canvas.lua with text-element support. First, update the header doc and add the text element module-locals + draw helper.
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the text-element module-locals and the draw helper after the resize-handle constants block (before DEFAULT_CANVAS_MODEL_ID):
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now extend save_canvas with a text branch:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now extend read_canvas_elements with a text branch:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the text branch in the render loop:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. Add a hardcoded sample in data/canvases/scratch.lua — placed to the right of the existing image so nothing overlaps.
Write (E:\a327ex\Anchor2\app\data\canvases\scratch.lua)
The file E:\a327ex\Anchor2\app\data\canvases\scratch.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now let me build the framework so we catch any syntax errors before you run it.
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "for _, f in ipairs({...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
E:/a327ex/Anchor2/app/main.lua: ok
E:/a327ex/Anchor2/app/data/canvases/scratch.lua: ok
Step 1 done. All three files parse cleanly with lua54. Engine wasn't touched, so no build.
What to test (run the app):
- Open in kit mode (F1, default) — to the right of the existing image you should see four stacked text elements: an H1 "Story Title", a body paragraph mixing bold / italic /
code(), an H2 "Subheading", and a second body paragraph with an italic phrase mid-sentence. All inside the canvas's stencil clip. - Drag a text element — selection + move + 8 resize handles should work on text just like on images (it's a free ride from the generic element gesture code).
- Resize horizontally — narrow the width and prose should re-wrap on the fly. Auto-height means el.h snaps to the rendered height each frame; the bottom resize handle will track that height. (Vertical resize behavior is weird as a result — handles still move the box, but the next render snaps h back. Width-only resize is a later step.)
- Switch to split mode (F4) and the embed in canvas:host should show the same canvas:scratch text content, identically rendered. Word wrap matches because canvas-local coordinates.
- Restart the app — the sample text persists. The hardcoded element is in
data/canvases/scratch.lua; the persistence path round-trips through the new serialize + parse code.
Known cosmetic things to flag if they look off:
- Code-run color is
theme.peachas a placeholder — flagged inpick_text_color. Easy to swap to text_secondary, mauve, green, etc. once you see it. - Line spacing is exactly
font.height(no extra leading). Prose typically wants 1.3–1.5× leading for readability. I left it at 1.0× so the visual baseline is clear before tuning. - Headings use
serif_h*with Medium weight — no separate semi-bold registered. If h1 looks too thin or too heavy, we adjust weight/size.
Once you've eyeballed Step 1 and given color/leading feedback, Step 2 is spawning text elements (a keybind to drop an empty body element on the canvas, then click into it — bridges into editing).
Great, let's do a change we talked about before, where we have two modes, the primary default one which we can select elements in a canvas normally, and another that we use for panes/frames. Currently they all work the same, so when we click off an element we select the pane, but because pane/frame/window/slot changes are less common, that should be relegated to only being the case in another mode.
Let me check the mode-scoped keybindings memory and the relevant current code to ground this properly.
Read (C:\Users\adn.claude\projects\E--a327ex\memory\feedback_anchor_app_mode_scoped_keybinds.md)
1 ---
2 name: Anchor App keybindings should be mode-scoped once modes land
3 description: Structural app commands (embed copy/paste, pane swap, undo, mode switch) are infrequent and must not collide with frequent in-mode commands like text Ctrl+C; partition the chord space via mode-scoped keybinds when modes get keybinding maps.
4 type: feedback
5 originSessionId: 1911f14a-9f08-4c0f-8e89-4aa44a78e8c9
6 ---
7 Anchor App keybindings should be mode-scoped once modes land. Structural commands operating *on* the workspace (view clipboard via Ctrl+Shift+C/V, pane swap via Ctrl+drag, embed spawn via E, mode switch via F1..F4) stay workspace-global because they're rare and apply regardless of what you're inside. In-mode commands (text Ctrl+C/V/B/I in Writing mode, code Ctrl+/ in Code mode, etc.) are mode-scoped and the active mode's pane gets first claim on those chords.
8
9 **Why:** today everything is workspace-global because there's only one mode of operation and no prose typing yet. The moment Phase A (text editing) lands, plain Ctrl+C has to mean "copy this text" — not "capture the focused pane to view clipboard." Current placeholder bindings (E to spawn embed, Alt+click to address outer canvas, Ctrl+Shift+C/V for view clipboard) were chosen to be cheap to revise; user explicitly said the structural commands are infrequent in real usage so collision avoidance is the priority, not keybind ergonomics for those.
10
11 **How to apply:**
12 - When adding any new keybinding in `Anchor2/app/`, ask: "is this structural (works regardless of mode) or in-mode (only meaningful in the active mode)?" Structural goes in `workspace.lua`-style global handlers; in-mode goes in mode-specific keymaps once those exist.
13 - When implementing Phase A text editing: Ctrl+C/V/X/B/I/A and friends MUST be handled by the focused text element / pane and shadow any workspace-global bindings on the same chord.
14 - Resolution rule when modes get keymaps: focused-pane's mode claims a chord first, then workspace global. Or use a clear modifier convention (e.g., Ctrl+Alt+X for all structural commands) so prose typing never accidentally fires a structural action.
15 - Don't bikeshed the current placeholder structural chords until modes land — they're explicitly temporary.
16
Read (E:\a327ex\Anchor2\app\workspace.lua)
1 --[[
2 workspace — the shell that hosts panes in slots defined by a template.
3
4 Two registries + one piece of state:
5 workspace_templates template name → ordered list of slot definitions
6 workspace_modes mode name → {template=<name>, panes={slot=pane_id, ...}}
7 workspace_state active mode + cached resolved template + slot→pane map
8
9 Templates are ordered arrays of slot defs. The order matters: edge slots
10 cut from the workspace rect one at a time in declaration order, then a
11 fill slot (if present) takes whatever's left. Each slot def is one of:
12
13 {name='status_top', edge='top', size=24}
14 {name='status_bot', edge='bottom', size=22}
15 {name='side_a', edge='left', size=320}
16 {name='side_b', edge='right', size=360}
17 {name='main', fill=true}
18
19 Modes bind specific pane ids to slot names. Two modes can share a
20 template — pane assignment is decoupled from layout.
21
22 Per-frame work (called from main.lua's update(dt)):
23 1. workspace_compute_slot_rects() walks the template, returns
24 {slot_name → rect}.
25 2. For each (slot, pane_id) in the active mode's binding, look up the
26 pane in `panes` (from pane.lua) and call pane:update(dt, input,
27 slot_rect).
28
29 Step 4 implements only this. Drag-to-swap (step 5), mode switching with
30 persistence (step 6), and splitter resize / free-form override
... [560 more lines]
This maps cleanly onto the mode-scoped-keybindings memory, but it widens it: the memory was about chord conflicts. The current ask is also about click semantics — clicking off an element shouldn't reach into pane state in the default mode.
Proposed design
A new orthogonal axis: interaction mode. Separate from the existing F1–F4 workspace modes (which pick template + pane assignment).
interaction_mode = 'element' (default) | 'pane'
Element mode (default):
- Click on element body → select element. (unchanged)
- Click on empty area in a canvas → deselect that canvas's element. (unchanged)
- Click does NOT update
pane_focus_id. Focus border does not paint. Ctrl+dragpane swap still works (explicit chord, structural).Eto spawn embed still works (canvas-level, structural).Ctrl+Shift+C/Vview clipboard still works on whatever pane was last focused — but with no way to refocus in this mode, it effectively requires entering pane mode first. Refuses politely ifpane_focus_idis nil.
Pane mode (entered explicitly for layout work):
- All current behavior, including click-to-focus and the 1px lavender focus border.
Files touched:
workspace.lua— addinteraction_modestate + accessor + toggle keybind handler; gateupdate_focus_on_clickandpaint_focus_borderonpanemode; persist to.workspace_state.luaso the mode survives restart.panes/status_bot.lua— show current interaction mode in the bottom bar (a small label).- No changes to canvas.lua, the E keybind, view-clipboard logic, or Ctrl+drag.
Two UX choices I'd rather not guess.
AskUserQuestion
User has answered your questions: "Which key should toggle between element mode and pane mode?"="F10", "How visible should the pane-mode indicator be?"="Status-bar text only (Recommended)". You can now continue with the user's answers in mind.
Locked: F10 toggle, status-bar text indicator. Let me look at the status bar to figure out where to slot the label.
Read (E:\a327ex\Anchor2\app\panes\status_bot.lua)
1 --[[
2 status_bot — bottom status bar pane.
3
4 Bg fill + 1px top border. Left: peach "UI KIT" mode label. Center: doc
5 / revision string in mono. Right: tokens / fonts / time chips.
6
7 Replaces the old paint_botbar() in main.lua. Same visual; now a pane
8 type dispatched by the workspace shell.
9 ]]
10
11 pane_register_type('status_bot', {
12 update = function(self, dt, input, rect)
13 layer_rectangle(ui_layer, rect.x, rect.y, rect.w, rect.h, theme.bg_panel())
14
15 local bar = rect_new(rect.x, rect.y, rect.w, rect.h)
16 ui_divider({rect = rect_cut_top(bar, 1)})
17 local content = rect_contract(bar, 0, 10, 0, 10)
18
19 ui_strip_text_left({strip=content, text='UI KIT', font=fonts.sans_label, color=theme.peach})
20
21 -- Right cluster, drawn right-to-left.
22 ui_strip_text_right({strip=content, text='14:23', font=fonts.mono_tiny, color=theme.text_muted, gap=14})
23 ui_strip_text_right({strip=content, text='fonts 3', font=fonts.mono_tiny, color=theme.text_secondary, gap=14})
24 ui_strip_text_right({strip=content, text='tokens 29', font=fonts.mono_tiny, color=theme.text_secondary})
25
26 -- Center: revision string fills whatever's left of `content` after the
27 -- left and right cuts. ui_text with align_h='center' handles placement.
28 ui_text({
29 rect = content,
30 text = 'design_system_v2 · ui_kit · revision 2026-04-28',
... [7 more lines]
Read (E:\a327ex\Anchor2\app\widgets.lua)
80 --[[
81 ui_text{rect, text, font?, color?, align_h?, align_v?}
82
83 Non-interactive text in a rect with alignment.
84 align_h: 'left' (default) | 'center' | 'right'
85 align_v: 'center' (default) | 'top' | 'bottom'
86 font / color default to sans_body / text_primary.
87 ]]
88 function ui_text(opts)
89 local r = opts.rect
90 local text = opts.text
91 local font = opts.font or fonts.sans_body
92 local color = opts.color or theme.text_primary
93 local ah = opts.align_h or 'left'
94 local av = opts.align_v or 'center'
95
96 local tw = font:text_width(text)
97 local x = r.x
98 if ah == 'right' then x = r.x + r.w - tw
99 elseif ah == 'center' then x = r.x + (r.w - tw)/2
100 end
101
102 local y = r.y + (r.h - font.height)/2
103 if av == 'top' then y = r.y
104 elseif av == 'bottom' then y = r.y + r.h - font.height
105 end
106
107 layer_text(ui_layer, text, font, x, y, color())
108 end
109
... [130 more lines]
Implementing now.
1. workspace.lua: add interaction_mode state, F10 toggle, gate focus-on-click + focus border.
Edit (E:\a327ex\Anchor2\app\workspace.lua)
The file E:\a327ex\Anchor2\app\workspace.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the toggle handler, the accessor, and gate the existing focus-on-click and focus-border calls:
Edit (E:\a327ex\Anchor2\app\workspace.lua)
The file E:\a327ex\Anchor2\app\workspace.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Gate the focus border to pane mode:
Edit (E:\a327ex\Anchor2\app\workspace.lua)
The file E:\a327ex\Anchor2\app\workspace.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Wire the toggle handler into workspace_update:
Edit (E:\a327ex\Anchor2\app\workspace.lua)
The file E:\a327ex\Anchor2\app\workspace.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now persist the interaction_mode through save/load:
Edit (E:\a327ex\Anchor2\app\workspace.lua)
The file E:\a327ex\Anchor2\app\workspace.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\app\workspace.lua)
The file E:\a327ex\Anchor2\app\workspace.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. status_bot.lua: show the interaction mode label.
Edit (E:\a327ex\Anchor2\app\panes\status_bot.lua)
The file E:\a327ex\Anchor2\app\panes\status_bot.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Syntax-check the three edited files:
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "for _, f in ipairs({...)
E:/a327ex/Anchor2/app/workspace.lua: ok
E:/a327ex/Anchor2/app/panes/status_bot.lua: ok
Read (E:\a327ex\Anchor2\app.workspace_state.lua)
1 -- Auto-generated by workspace.lua. Safe to delete to reset layouts.
2 return {
3 active_mode = "kit",
4 per_mode = {
5 ["compose"] = {
6 ["status_top"] = "global_status_top",
7 ["status_bot"] = "global_status_bot",
8 ["main"] = "panel_a",
9 ["side_b"] = "panel_a",
10 },
11 ["kit"] = {
12 ["side_b"] = "panel_a",
13 ["side_a"] = "panel_b",
14 ["status_bot"] = "global_status_bot",
15 ["main"] = "main_canvas",
16 ["status_top"] = "global_status_top",
17 },
18 ["bare"] = {
19 ["status_bot"] = "global_status_bot",
20 ["main"] = "main_canvas",
21 ["status_top"] = "global_status_top",
22 },
23 ["split"] = {
24 ["middle"] = "panel_a",
25 ["canvas_right"] = "main_canvas",
26 ["canvas_left"] = "canvas_b",
27 ["status_top"] = "global_status_top",
28 ["status_bot"] = "global_status_bot",
29 },
30 },
... [2 more lines]
Done. Existing .workspace_state.lua has no interaction_mode field, so first launch will default to 'element'; first F10 toggle will write the field on save.
What to test:
- Launch — bottom bar shows
UI KIT ELEMENT(ELEMENT in muted gray). Click an empty area of the canvas → no focus border appears. Click an image → image selects (normal), still no pane focus border. The pane-selection side-effect is gone. - Press F10 — bottom bar flips to
UI KIT PANE(PANE in lavender). Click an empty canvas → 1px lavender focus border appears around the pane. Same behavior as before. - Press F10 again — back to
ELEMENT, focus border vanishes immediately on the next frame. - F4 split mode → click between the two canvas panes in element mode — each canvas's selection updates locally, but neither pane "lights up" as focused. Toggle to pane mode and the focus shifts correctly with each click.
- Restart — interaction_mode persists. If you quit in PANE mode you come back in PANE mode.
- Pane swap still works in element mode — Ctrl+drag from one slot to another swaps; the gesture isn't gated.
- View clipboard in element mode — Ctrl+Shift+C says
[clipboard] no focused pane to captureif you never set focus in pane mode first. That's expected: pane operations require pane mode. If you set focus in pane mode earlier (this session or previous), capture works on that pane.
Things left as follow-ups (don't need to address now, just flagging):
- The
UI KITlabel is still hardcoded — doesn't reflect actual F1–F4 workspace mode. Separate cleanup. - Once the action registry + keybinding map land in Phase A, F10 will move into that table as a placeholder binding the user can rebind.
Ctrl+drag should only work in pane mode
Edit (E:\a327ex\Anchor2\app\workspace.lua)
The file E:\a327ex\Anchor2\app\workspace.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The faint Ctrl-hover affordance ring would still appear in element mode, falsely advertising the gesture. Gating it too:
Edit (E:\a327ex\Anchor2\app\workspace.lua)
The file E:\a327ex\Anchor2\app\workspace.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/workspace.lua: ok
Done. Two changes:
handle_drag_inputonly initiates a Ctrl+drag in pane mode. A drag already in flight is unaffected if you toggle mid-drag (release branch runs ungated, so no stranded state).paint_drag_affordance(the faint lavender ring on hover while Ctrl is held) only paints in pane mode — element mode doesn't advertise the gesture it can't perform.
Test: in element mode, hold Ctrl over a slot → no affordance ring, Ctrl+click+drag does nothing. Press F10 → ring shows on Ctrl-hover, drag works normally.
Great, what's next?
Step 1 of Phase A shipped a render-only text element. Step 2 is spawning + entering edit mode + basic caret editing — bridges Step 1's static text into something actually writable. Before designing concretely, let me confirm what the engine exposes for text input (typed characters, not just key states).
Grep (SDL_TEXTINPUT|text_input|TEXTINPUT|StartTextInput)
No matches found
Grep (l_get_typed|typed_chars|key_text|input_text)
No matches found
Grep (SDL_KEYDOWN|key_callback|l_key_|lua_register.*key)
7948:static int l_key_is_down(lua_State* L) {
7959:static int l_key_is_pressed(lua_State* L) {
7970:static int l_key_is_released(lua_State* L) {
9329: lua_register(L, "key_is_down", l_key_is_down);
9330: lua_register(L, "key_is_pressed", l_key_is_pressed);
9331: lua_register(L, "key_is_released", l_key_is_released);
9413: lua_register(L, "hotkey_register", l_hotkey_register);
9414: lua_register(L, "hotkey_unregister", l_hotkey_unregister);
9415: lua_register(L, "hotkey_is_pressed", l_hotkey_is_pressed);
10094: if (event.type == SDL_KEYDOWN && !event.key.repeat) {
10665: if (event.type == SDL_KEYDOWN && !event.key.repeat) {
Grep (double_click|double-click|click_count|clicks ==)
E:\a327ex\Anchor2\app\plan_focused.md:91:**Milestone**: open the app, double-click empty canvas to spawn a text element, type prose with bold/italic, select with Shift+arrows, copy/paste, undo, save (auto-persist), close, reopen — same text, same formatting, same caret position is fine but not required.
E:\a327ex\Anchor2\app\docs\visual_identity.md:183:- **Text editing state**: inside a selected text element, double-click enters edit mode. Shown by a bar cursor inside + slightly different border (dashed or `bg_selected` backing).
E:\a327ex\Anchor2\engine\include\SDL2\SDL_events.h:303: Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
Three findings to share before Step 2:
- Engine needs SDL_TEXTINPUT support —
anchor.conly exposes raw key states (key_is_down/pressed/released). For typing, we need an SDL_TEXTINPUT handler that queues UTF-8 chars + a Lua-exposed drain function (same pattern asengine_get_drops()). That's a small C change you'd need tobuild.batonce. - Double-click detection isn't in the engine — but it's a 6-line addition in canvas.lua via a "last-click timestamp" field. SDL does expose
clickscount on mouse events; we could add it to the engine instead. Lua-side is simpler. visual_identity.mdalready specifies the editing model: "inside a selected text element, double-click enters edit mode" — Figma-style single-click-selects / double-click-edits. So that's a settled decision; I won't ask about it.
Step 2 naturally breaks into sub-steps:
| What | Where | |
|---|---|---|
| 2a | Engine: SDL_TEXTINPUT + engine_get_typed_text() |
anchor.c (small) |
| 2b | Spawn text element via double-click on empty canvas | canvas.lua |
| 2c | Editing state on canvas pane (editing_el); enter via double-click on selected text, exit via Escape / click-outside |
canvas.lua |
| 2d | Caret rendering at insertion point; typing inserts; Backspace/Delete | canvas.lua (depends on 2a) |
| 2e | Arrow keys (left/right/up/down), Home/End | canvas.lua |
2a is engine, build required. 2b–2e are Lua-only.
Two design choices worth nailing:
AskUserQuestion
User has answered your questions: "What's the caret position on first entry into editing?"="At click-position (Recommended)", "While editing a text element, should its resize handles stay visible?"="Hide handles during editing (Recommended)", "How should we sub-step Step 2?"="2a engine → 2b spawn+enter → 2c-e editing (Recommended)". You can now continue with the user's answers in mind.
Starting on 2a (engine). Let me look at the existing drops queue pattern in anchor.c to mirror it.
Grep (SDL_DROPFILE|engine_get_drops|drops[|DROP_KIND)
2478:typedef enum { DROP_KIND_FILE = 0, DROP_KIND_TEXT = 1 } DropKind;
2482:} drops[MAX_DROPS];
2487: drops[drop_count].kind = kind;
2488: snprintf(drops[drop_count].value, MAX_DROP_LEN, "%s", value);
2492: MAX_DROPS, kind == DROP_KIND_FILE ? "file" : "text", value);
8810:// engine_get_drops: returns drops since last call as a list of
8815:static int l_engine_get_drops(lua_State* L) {
8819: lua_pushstring(L, drops[i].kind == DROP_KIND_FILE ? "file" : "text");
8821: lua_pushstring(L, drops[i].value);
9404: lua_register(L, "engine_get_drops", l_engine_get_drops);
10179: if (event.type == SDL_DROPFILE) {
10180: enqueue_drop(DROP_KIND_FILE, event.drop.file);
10184: enqueue_drop(DROP_KIND_TEXT, event.drop.file);
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
2470 static int mouse_dx = 0, mouse_dy = 0; // Delta this frame
2471 static int mouse_wheel_x = 0, mouse_wheel_y = 0; // Wheel delta this frame
2472
2473 // Input state - Drag-and-drop queue (bounded, drained per-frame by Lua).
2474 // Holds both DROPFILE (paths from Explorer-style drags) and DROPTEXT
2475 // (URL/text payloads from browsers and chat apps) in arrival order.
2476 #define MAX_DROPS 32
2477 #define MAX_DROP_LEN 1024
2478 typedef enum { DROP_KIND_FILE = 0, DROP_KIND_TEXT = 1 } DropKind;
2479 static struct {
2480 DropKind kind;
2481 char value[MAX_DROP_LEN];
2482 } drops[MAX_DROPS];
2483 static int drop_count = 0;
2484
2485 static void enqueue_drop(DropKind kind, const char* value) {
2486 if (drop_count < MAX_DROPS) {
2487 drops[drop_count].kind = kind;
2488 snprintf(drops[drop_count].value, MAX_DROP_LEN, "%s", value);
2489 drop_count++;
2490 } else {
2491 fprintf(stderr, "Warning: drop queue full (%d). Dropping %s: %s\n",
2492 MAX_DROPS, kind == DROP_KIND_FILE ? "file" : "text", value);
2493 }
2494 }
2495
2496 // Input state - Global Hotkeys (Windows only)
2497 #ifdef _WIN32
2498 #define MAX_GLOBAL_HOTKEYS 16
2499 static struct {
... [5 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
8800 }
8801 return 1;
8802 }
8803
8804 static int l_engine_quit(lua_State* L) {
8805 (void)L;
8806 running = false;
8807 return 0;
8808 }
8809
8810 // engine_get_drops: returns drops since last call as a list of
8811 // {kind='file'|'text', value='...'} tables, in arrival order.
8812 // 'file' values are local filesystem paths (Explorer-style drags).
8813 // 'text' values are URLs or text payloads (browser/chat-app drags).
8814 // Drains the queue on read — caller is responsible for processing them.
8815 static int l_engine_get_drops(lua_State* L) {
8816 lua_newtable(L); // [outer]
8817 for (int i = 0; i < drop_count; i++) {
8818 lua_newtable(L); // [outer, inner]
8819 lua_pushstring(L, drops[i].kind == DROP_KIND_FILE ? "file" : "text");
8820 lua_setfield(L, -2, "kind"); // inner.kind = ...
8821 lua_pushstring(L, drops[i].value);
8822 lua_setfield(L, -2, "value"); // inner.value = ...
8823 lua_rawseti(L, -2, i + 1); // outer[i+1] = inner; pops inner
8824 }
8825 drop_count = 0;
8826 return 1;
8827 }
8828
8829 // engine_init: Creates window and initializes graphics
... [10 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
10160 // Track mouse wheel
10161 if (event.type == SDL_MOUSEWHEEL) {
10162 mouse_wheel_x += event.wheel.x;
10163 mouse_wheel_y += event.wheel.y;
10164 }
10165 // Touch events (for web/mobile audio unlock)
10166 #ifdef __EMSCRIPTEN__
10167 if (event.type == SDL_FINGERDOWN) {
10168 audio_try_unlock();
10169 }
10170 #endif
10171 // Handle window focus events - resync timing to prevent catch-up stutter
10172 if (event.type == SDL_WINDOWEVENT) {
10173 if (event.window.event == SDL_WINDOWEVENT_FOCUS_GAINED) {
10174 timing_resync();
10175 }
10176 }
10177 // Track OS drag-and-drop. SDL2 allocates event.drop.file (used for both
10178 // DROPFILE paths and DROPTEXT payloads); we copy and free immediately.
10179 if (event.type == SDL_DROPFILE) {
10180 enqueue_drop(DROP_KIND_FILE, event.drop.file);
10181 SDL_free(event.drop.file);
10182 }
10183 if (event.type == SDL_DROPTEXT) {
10184 enqueue_drop(DROP_KIND_TEXT, event.drop.file);
10185 SDL_free(event.drop.file);
10186 }
10187 // Gamepad hotplug handling
10188 if (event.type == SDL_CONTROLLERDEVICEADDED) {
10189 if (!gamepad) {
... [10 more lines]
Grep (SDL_Init(|SDL_INIT_VIDEO|SDL_StartTextInput)
10487: Uint32 sdl_flags = headless_mode ? 0 : (SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER);
10488: if (SDL_Init(sdl_flags) < 0) {
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
10485 // Initialize SDL (headless only needs timer, not video/audio/gamepad)
10486 {
10487 Uint32 sdl_flags = headless_mode ? 0 : (SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER);
10488 if (SDL_Init(sdl_flags) < 0) {
10489 fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
10490 return 1;
10491 }
10492 }
10493
10494 if (!headless_mode) {
10495 // Set OpenGL attributes (before window creation)
10496 #ifdef __EMSCRIPTEN__
10497 // Request WebGL 2.0 (OpenGL ES 3.0)
10498 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
10499 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
10500 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
10501 #else
10502 // Request OpenGL 3.3 Core Profile
10503 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
10504 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
10505 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
10506 #endif
10507 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
10508 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
10509 }
10510
10511 // Initialize Lua (before window so game can configure via engine_set_* functions)
10512 L = luaL_newstate();
10513 if (!L) {
10514 fprintf(stderr, "luaL_newstate failed\n");
... [20 more lines]
Grep (SDL_CreateWindow|window = SDL_CreateWindow)
8864: window = SDL_CreateWindow(
8871: return luaL_error(L, "SDL_CreateWindow failed: %s", SDL_GetError());
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
8862 int wpos = SDL_WINDOWPOS_CENTERED_DISPLAY(chosen_display);
8863
8864 window = SDL_CreateWindow(
8865 window_title,
8866 wpos, wpos,
8867 (int)(game_width * initial_scale), (int)(game_height * initial_scale),
8868 window_flags
8869 );
8870 if (!window) {
8871 return luaL_error(L, "SDL_CreateWindow failed: %s", SDL_GetError());
8872 }
8873
8874 gl_context = SDL_GL_CreateContext(window);
8875 if (!gl_context) {
8876 return luaL_error(L, "SDL_GL_CreateContext failed: %s", SDL_GetError());
8877 }
8878
8879 SDL_GL_SetSwapInterval((vsync_enabled && !render_mode) ? 1 : 0);
8880
8881 #ifndef __EMSCRIPTEN__
8882 // Load OpenGL functions (desktop only - Emscripten provides them)
8883 int version = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
8884 if (version == 0) {
8885 return luaL_error(L, "gladLoadGL failed");
8886 }
8887 printf("OpenGL %d.%d loaded\n", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version));
8888 #else
8889 printf("WebGL 2.0 (OpenGL ES 3.0) context created\n");
8890 #endif
8891 printf("Renderer: %s\n", glGetString(GL_RENDERER));
... [10 more lines]
Implementing 2a — five small edits to anchor.c.
Edit 1: typed-text queue + enqueue helper (after the drops queue):
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit 2: Lua-callable drain function (after l_engine_get_drops):
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit 3: register the Lua binding:
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit 4: SDL_TEXTINPUT event handler (next to the SDL_DROPTEXT handler):
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit 5: enable text input after window creation in l_engine_init:
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Now build the engine to verify it compiles.
Bash (cd E:/a327ex/Anchor2/engine && ./build.bat 2>&1 | tail -40)
anchor.c
include/stb\stb_image_write.h(776): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(290): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1095): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1307): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2606): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(2600): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(2997): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3275): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3281): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3391): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3400): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3494): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(3496): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4741): warning C4996: 'strdup': The POSIX name for this item is deprecated. Instead, use the ISO C and C++ conformant name: _strdup. See online help for details.
src/anchor.c(5821): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(6706): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(6707): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(8480): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(8481): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(8487): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8601): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(9935): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(9939): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(9944): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(9948): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(9954): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(9958): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(9964): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(9968): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
... [8 more lines]
Engine built cleanly. Let me figure out how the engine binary gets to the app directory.
Bash (ls -lt E:/a327ex/Anchor2/engine/build/anchor.exe E:/a327ex/Anchor2/app/anchor.ex...)
-rwxr-xr-x 1 adn 197121 4182528 May 13 11:45 E:/a327ex/Anchor2/engine/build/anchor.exe*
-rwxr-xr-x 1 adn 197121 4181504 May 10 23:07 E:/a327ex/Anchor2/app/anchor.exe*
Bash (cat E:/a327ex/Anchor2/app/run.bat 2>/dev/null)
@echo off
REM Run the Anchor app. CWD must be repo root; first arg is the game folder name.
cd /d "%~dp0.."
"%~dp0anchor.exe" app
Bash (cp E:/a327ex/Anchor2/engine/build/anchor.exe E:/a327ex/Anchor2/app/anchor.exe &&...)
-rwxr-xr-x 1 adn 197121 4182528 May 13 11:46 E:/a327ex/Anchor2/app/anchor.exe*
Adding a smoke test in main.lua so you can verify the typed-text stream works before moving on. It'll be removed in Step 2c.
Edit (E:\a327ex\Anchor2\app\main.lua)
The file E:\a327ex\Anchor2\app\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/main.lua: ok
Step 2a done. Summary of the engine changes:
- New typed-text queue (
MAX_TYPED_EVENTS=32 × MAX_TYPED_LEN=32) next to the drops queue. enqueue_typed_text()populated fromSDL_TEXTINPUTevents in the main poll loop.engine_get_typed_text()Lua binding drains the queue into a single UTF-8 string.SDL_StartTextInput()called once after window creation so SDL produces the events at all.- Built cleanly to
engine/build/anchor.exeand copied intoapp/anchor.exe. - Added a temporary smoke-test print in
main.lua— will be removed in Step 2c when typed text flows into the focused element.
What to test (Step 2a):
- Launch the app. Click into the window (focus matters for keyboard input). Type some characters —
Hello World. The console should show one or more[typed] ...lines (SDL batches consecutive characters within a frame into one event sometimes, sometimes per-event; either is correct). - Hold Shift + type — capitals/symbols should appear as expected.
- Press Ctrl + Z — should not appear in
[typed]output (SDL filters chord-style keypresses). Confirms chords don't pollute the typing stream. - Press arrow keys / Backspace / Enter — should not appear in
[typed]output. These are control keys we'll handle viakey_is_pressedseparately in Step 2e.
If all four behaviors check out, 2a is solid and we move to Step 2b: double-click on empty canvas to spawn a text element + editing state machine (no typing yet, just gesture flow — enter / exit / visual cue).
Everything is okay.
Moving to Step 2b: spawn + editing entry/exit state machine. First, let me confirm what timing API is exposed (need it for double-click detection).
Grep (sync_engine_globals|^time =|^frame =|engine_get_time)
E:\a327ex\Anchor2\app\anchor\init.lua:20: sync_engine_globals() -- refresh time/frame/etc. mirrors
E:\a327ex\Anchor2\app\anchor\init.lua:84: sync_engine_globals()
E:\a327ex\Anchor2\app\anchor\init.lua:97:function sync_engine_globals()
E:\a327ex\Anchor2\app\anchor\init.lua:100: time = engine_get_time()
E:\a327ex\Anchor2\app\anchor\init.lua:146: -- Set up dynamic global state (initial values; refreshed by sync_engine_globals)
Good. time is a per-frame global (engine_get_time refreshed by sync_engine_globals). Now implementing Step 2b — spawn via double-click + editing state machine, no typing yet.
Changes all in panes/canvas.lua:
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
280 -- registered, otherwise created).
281 f:write(string.format(
282 ' {type=%q, pane_id=%q, pane_type=%q, model_id=%q, x=%d, y=%d, w=%d, h=%d},\n',
283 el.type, el.pane_id, el.pane_type, el.model_id, el.x, el.y, el.w, el.h))
284 elseif el.type == 'text' then
285 -- Persist kind + content (list of styled runs). `h` is auto-recomputed
286 -- on draw from el.w, but we save it for inspection / first-frame
287 -- hit-testing before the first draw runs.
288 f:write(string.format(
289 ' {type=%q, kind=%q, x=%d, y=%d, w=%d, h=%d, content={\n',
290 el.type, el.kind or 'body', el.x, el.y, el.w, el.h))
291 for _, run in ipairs(el.content or {}) do
292 local parts = {}
293 local st = run.style or {}
294 if st.bold then table.insert(parts, 'bold=true') end
295 if st.italic then table.insert(parts, 'italic=true') end
296 if st.code then table.insert(parts, 'code=true') end
297 f:write(string.format(' {text=%q, style={%s}},\n',
298 run.text or '', table.concat(parts, ', ')))
299 end
300 f:write(' }},\n')
301 end
302 end
303 f:write(' },\n')
304 f:write('}\n')
305 f:close()
306 end
307
308 -- Read the canvas elements from disk, re-resolving each blob_id to a
309 -- live image. Returns an empty list if the file is missing/malformed.
... [30 more lines]
Adding the spawn helper, double-click detection constants, and editing state. First, the spawn helper next to the embed helper:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Update the canvas pane's init to add editing state + double-click tracking, and update the doc header:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the click handler — restructure it to handle double-click, spawn, and editing state. First let me re-read the current click handler to replace it cleanly:
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
680 }
681 local cmd = make_add_command(host.id, el)
682 cmd:apply()
683 undo_push(cmd)
684 return el
685 end
686
687 pane_register_type('canvas', {
688 -- Pointer target resolution: walk into embedded_view elements so that
689 -- clicks / drops / cursor land in the embed's inner pane rather than
690 -- the host canvas. The workspace calls this each frame on the slot's
691 -- top pane to find the deepest pane under the cursor.
692 --
693 -- Three override rules return self (skip embed routing):
694 -- (a) Alt held — explicit "address the outer" modifier. Used to
695 -- initially grab an embed for arrangement, since otherwise
696 -- clicks pass through to the embed's interior.
697 -- (b) Outer has a selected element and cursor is inside its bounds.
698 -- "Modal" selection: once you've grabbed an embed in the outer,
699 -- further clicks on it stay with the outer until you click
700 -- outside to deselect. Without this, you couldn't drag-move an
701 -- already-selected embed without holding Alt continuously.
702 -- (c) Outer has a selected element and cursor is on its resize
703 -- handles (which sit INSIDE the element's bounds). Subsumed by
704 -- (b) in practice — kept implicit via the bounds check.
705 --
706 -- Otherwise, find the topmost embedded_view containing the cursor
707 -- (back-to-front, matching draw / hit-test order) and recurse with
708 -- embed-local cursor + a window-space rect for the embed.
709 find_pointer_target = function(self, cx, cy, rect)
... [50 more lines]
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
800 end,
801
802 update = function(self, dt, input, rect)
803 -- Indirect-cycle guard: if we're re-entering our own update during
804 -- this frame's render walk (A → B → A), bail with a placeholder.
805 -- The outer call to this pane already updated state; the re-entry
806 -- is only for rendering inside an inner rect, which we replace with
807 -- a marker so the user sees the cycle without the app hanging.
808 if rendering_panes[self.id] then
809 layer_rectangle(ui_layer, rect.x, rect.y, rect.w, rect.h, theme.red())
810 return
811 end
812 rendering_panes[self.id] = true
813
814 -- Version polling. If the model has changed since we last looked
815 -- (another pane mutated it, or our own last action), re-validate
816 -- view-local state that depends on the model. For canvas: clear
817 -- selection if the selected element is no longer in the elements
818 -- list; abort an in-flight drag if its target disappeared.
819 if self.last_seen_version ~= self.model.version then
820 if self.selected_el and not index_of(self.model.content.elements, self.selected_el) then
821 self.selected_el = nil
822 if self.drag.state ~= 'idle' then
823 self.drag.state = 'idle'
824 self.drag.mode = nil
825 self.drag.pre = nil
826 end
827 end
828 self.last_seen_version = self.model.version
829 end
... [90 more lines]
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
920 elseif handle == 'corner_bl' then self.drag.anchor_x, self.drag.anchor_y = sel.x + sel.w, sel.y
921 elseif handle == 'corner_br' then self.drag.anchor_x, self.drag.anchor_y = sel.x, sel.y
922 elseif handle == 'edge_top' then self.drag.anchor_x, self.drag.anchor_y = sel.x + sel.w*0.5, sel.y + sel.h
923 elseif handle == 'edge_bot' then self.drag.anchor_x, self.drag.anchor_y = sel.x + sel.w*0.5, sel.y
924 elseif handle == 'edge_left' then self.drag.anchor_x, self.drag.anchor_y = sel.x + sel.w, sel.y + sel.h*0.5
925 elseif handle == 'edge_right'then self.drag.anchor_x, self.drag.anchor_y = sel.x, sel.y + sel.h*0.5
926 end
927 else
928 -- 2/3. Body hit-test → select + start move; or empty → deselect.
929 self.selected_el = hit_test(self.elements, cx, cy)
930 if self.selected_el then
931 local el = self.selected_el
932 self.drag.state = 'moving'
933 self.drag.offset_x = cx - el.x
934 self.drag.offset_y = cy - el.y
935 self.drag.pre = {x = el.x, y = el.y, w = el.w, h = el.h}
936 end
937 end
938 end
939
940 -- Cursor: while resizing, lock the cursor to the handle's resize
941 -- arrow (we captured pointer at click time — keep showing the resize
942 -- cursor even if the user wanders out of the pane mid-drag). When
943 -- this pane owns pointer and is hovering a handle on its selected
944 -- element, preview that resize arrow.
945 --
946 -- Only this pane's update sets cursor; panes that don't own pointer
947 -- skip the set so they don't clobber the cursor that the owning
948 -- pane set. The workspace establishes 'arrow' at the top of the
949 -- frame as the fallback when no pane has authority this frame.
... [60 more lines]
Update version polling to also clear editing_el if its element disappears:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Update click-outside-deselect to also clear editing_el:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Gate Delete and E spawn so they don't fire while editing a text element:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now restructure the click handler — add double-click detection and the four branches:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Let me clean that up — the elseif false is awkward. Let me re-do it more cleanly:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now I need to close the E2 else block — the existing if handle then ... else ... end end ends the inner if, then I need one more end for the outer E2 else. Let me check the current structure:
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
920 local is_double = (time - self.last_click_time < DOUBLE_CLICK_S)
921 and (math.abs(cx - self.last_click_x) < DOUBLE_CLICK_DIST)
922 and (math.abs(cy - self.last_click_y) < DOUBLE_CLICK_DIST)
923 self.last_click_time = time
924 self.last_click_x = cx
925 self.last_click_y = cy
926
927 if is_double and not hit_el then
928 -- D1. Spawn a new body text element at cursor + enter editing.
929 local new_el = spawn_text_element_at(self, cx, cy)
930 self.selected_el = new_el
931 self.editing_el = new_el
932 elseif is_double and hit_el and hit_el.type == 'text' then
933 -- D2. Enter editing for the existing text element.
934 self.selected_el = hit_el
935 self.editing_el = hit_el
936 elseif self.editing_el and hit_el == self.editing_el then
937 -- E1. Click inside the editing element — no-op for 2b.
938 -- Step 2c will use (cx, cy) to position the caret.
939 else
940 -- E2. Exit editing (if any), then run the normal single-click flow.
941 self.editing_el = nil
942
943 -- 1. Resize-handle hit on the currently-selected element.
944 local handle = nil
945 if self.selected_el then
946 handle = hit_handle(self.selected_el, cx, cy)
947 end
948 if handle then
949 local sel = self.selected_el
... [30 more lines]
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
975 self.drag.state = 'moving'
976 self.drag.offset_x = cx - el.x
977 self.drag.offset_y = cy - el.y
978 self.drag.pre = {x = el.x, y = el.y, w = el.w, h = el.h}
979 end
980 end
981 end
982
983 -- Cursor: while resizing, lock the cursor to the handle's resize
984 -- arrow (we captured pointer at click time — keep showing the resize
985 -- cursor even if the user wanders out of the pane mid-drag). When
986 -- this pane owns pointer and is hovering a handle on its selected
987 -- element, preview that resize arrow.
988 --
989 -- Only this pane's update sets cursor; panes that don't own pointer
I need a third end to close the mid-level if/elseif/else chain. Adding it now:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the selection chrome — paint a peach border while editing, otherwise the regular lavender ring + handles:
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
1090 el.x, el.y = math.floor(ax - el.w), math.floor(ay - el.h*0.5)
1091 elseif mode == 'edge_bot' then
1092 local dh = math.max(0, cy - ay)
1093 scale = math.max(dh / oh, min_scale)
1094 el.w, el.h = math.floor(ow * scale), math.floor(oh * scale)
1095 el.x, el.y = math.floor(ax - el.w*0.5), ay
1096 elseif mode == 'edge_top' then
1097 local dh = math.max(0, ay - cy)
1098 scale = math.max(dh / oh, min_scale)
1099 el.w, el.h = math.floor(ow * scale), math.floor(oh * scale)
1100 el.x, el.y = math.floor(ax - el.w*0.5), math.floor(ay - el.h)
1101 end
1102 model_bump(self.model)
1103 end
1104 end
1105 end
1106 end
1107
1108 -- (Drop handling lives in the `on_drop` callback below, dispatched
1109 -- by the workspace based on cursor position. Don't drain
1110 -- engine_get_drops() here — that would steal drops from sibling
1111 -- panes.)
1112
1113 -- Bg fill (visible). Drawn before the stencil mask so the bg color
1114 -- actually paints; stencil_mask disables color writes.
1115 layer_rectangle(ui_layer, rect.x, rect.y, rect.w, rect.h, self.bg())
1116
1117 -- Stencil clip: write the canvas rect's shape into the stencil buffer,
1118 -- then enable stencil testing so subsequent draws only land where the
1119 -- stencil is set. Anything outside the canvas rect (oversize images
... [30 more lines]
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
1195 end
1196 end
1197
1198 -- Selection chrome: 1px lavender ring + 8 handle squares (4 corners +
1199 -- 4 edge midpoints). All squares render INSIDE the image, anchored to
1200 -- the corresponding edge/corner growing inward. The midpoint squares
1201 -- are only drawn when there's room between corners (i.e., element is
1202 -- at least HANDLE_SIZE*3 in the relevant dimension), so they don't
1203 -- overlap the corners. Drawn inside the stencil block so they get
1204 -- clipped along with the image.
1205 if self.selected_el then
1206 local el = self.selected_el
1207 do
1208 local c = theme.lavender
1209 local s = HANDLE_SIZE
1210 -- Ring
1211 layer_rectangle(ui_layer, el.x, el.y, el.w, 1, c())
1212 layer_rectangle(ui_layer, el.x, el.y + el.h - 1, el.w, 1, c())
1213 layer_rectangle(ui_layer, el.x, el.y, 1, el.h, c())
1214 layer_rectangle(ui_layer, el.x + el.w - 1, el.y, 1, el.h, c())
1215 -- 4 corner squares (always drawn).
1216 layer_rectangle(ui_layer, el.x, el.y, s, s, c())
1217 layer_rectangle(ui_layer, el.x + el.w - s, el.y, s, s, c())
1218 layer_rectangle(ui_layer, el.x, el.y + el.h - s, s, s, c())
1219 layer_rectangle(ui_layer, el.x + el.w - s, el.y + el.h - s, s, s, c())
1220 -- Top + bottom midpoint squares (only when room between corners).
1221 if el.w >= s*3 then
1222 local mx_ = math.floor(el.x + el.w*0.5 - s*0.5)
1223 layer_rectangle(ui_layer, mx_, el.y, s, s, c())
1224 layer_rectangle(ui_layer, mx_, el.y + el.h - s, s, s, c())
... [30 more lines]
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Syntax-check the canvas changes:
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
Let me re-read the click handler region to verify the if/end structure is correct:
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
905 -- Click handling. Branches in priority order:
906 -- D1. Double-click on empty area → spawn text element + enter editing.
907 -- D2. Double-click on a text element → enter editing for it.
908 -- E1. Single-click on the editing element → no-op for now (Step 2c
909 -- will reposition the caret here).
910 -- E2. Anything else → exit editing, run the
911 -- normal single-click flow:
912 -- 1. Click on a resize handle of the selected element → start resize.
913 -- 2. Click on an element body (any element) → select it, start move.
914 -- 3. Click on empty canvas → deselect.
915 -- Ctrl+click is the workspace's pane-swap drag — we leave it alone.
916 -- Gated on `owns` so clicks inside an embed (where the inner pane
917 -- owns pointer) don't ALSO trigger outer-canvas selection / drag.
918 if owns and mouse_is_pressed(1) and not ctrl_held then
919 local hit_el = hit_test(self.elements, cx, cy)
920 local is_double = (time - self.last_click_time < DOUBLE_CLICK_S)
921 and (math.abs(cx - self.last_click_x) < DOUBLE_CLICK_DIST)
922 and (math.abs(cy - self.last_click_y) < DOUBLE_CLICK_DIST)
923 self.last_click_time = time
924 self.last_click_x = cx
925 self.last_click_y = cy
926
927 if is_double and not hit_el then
928 -- D1. Spawn a new body text element at cursor + enter editing.
929 local new_el = spawn_text_element_at(self, cx, cy)
930 self.selected_el = new_el
931 self.editing_el = new_el
932 elseif is_double and hit_el and hit_el.type == 'text' then
933 -- D2. Enter editing for the existing text element.
934 self.selected_el = hit_el
... [55 more lines]
Step 2b done. Summary of changes (all in panes/canvas.lua):
- New
self.editing_el,self.last_click_time,self.last_click_x/yon canvas init. - Constants
DOUBLE_CLICK_S=0.30,DOUBLE_CLICK_DIST=4,SPAWN_TEXT_W=400. spawn_text_element_at(host, cx, cy)— adds an empty{text='', style={}}body element via the existing undo/redomake_add_commandpath.- Click handler refactored into four branches: D1 (dbl-click empty → spawn + edit), D2 (dbl-click text → edit), E1 (click inside editing → no-op for 2b, caret in 2c), E2 (anything else → exit editing + normal flow).
- Click-outside-deselect also clears
editing_el. - Escape key clears
editing_el(gated onowns). - Delete key and E embed-spawn now suppressed while
editing_elis set. - Version polling clears
editing_elif its element disappears. - Selection chrome: peach 1px border around
editing_el(no handles); else lavender ring + handles aroundselected_el(unchanged).
Test plan (Step 2b):
- Double-click empty canvas area → a peach 1px border appears (the newly spawned empty text element). Console shows nothing yet — typing in 2c.
- Press Escape → border disappears (still selected, but now you'd see the lavender ring + handles since the spawned element has zero content height; click empty space to fully deselect).
- Double-click on the existing "Story Title" h1 → peach border around it.
- Click outside the canvas (e.g., the right side panel) → editing exits, peach border disappears.
- Double-click empty area → editing engaged → click somewhere ELSE in the canvas (single-click) → editing exits, normal selection/deselect happens.
- Single-click on a text element while editing it → no-op (no drag-to-move starts, no border change). Confirms E1 branch.
- Spawn → don't type → Escape → spawn again → multiple empty invisible elements may pile up. That's the deferred auto-removal-on-empty case; not a bug for 2b. We'll add auto-remove in 2c once typing is wired up.
- Drag an image with one click (single-click + drag) → still works (E2 path).
- F4 split mode → double-click in canvas_left to spawn a text element → it appears in both views (split shares
canvas:scratch... wait actually canvas_left views canvas:host, canvas_right views canvas:scratch. So spawning in canvas_left only appears in canvas_left). Spawning into either canvas works. - Ctrl+Z undoes a spawn (element disappears, editing_el clears via version polling).
- The temporary
[typed]console smoke test from Step 2a still fires — that's fine, you can ignore it. Step 2c removes it and routes typed text intoediting_el.
If the gesture flow checks out, Step 2c next: caret rendering at insertion point + typing inserts into the editing element's content.
Currently escape kills the program too, remove that path. Everything else works great and you may continue.
Grep (SDL_QUIT|escape|SDLK_ESCAPE|engine_quit()|key_is_pressed('escape'))
2648: if (strcmp(name, "escape") == 0 || strcmp(name, "esc") == 0) return SDL_SCANCODE_ESCAPE;
2747: case SDL_SCANCODE_ESCAPE: return "escape";
3635: "space", "enter", "escape", "backspace", "tab",
9473:// Note: 'running' is declared at file scope (near headless_mode) so engine_quit() can access it
10139: if (event.type == SDL_QUIT) {
10161: if (event.key.keysym.sym == SDLK_ESCAPE) {
10719: if (event.type == SDL_QUIT) {
10723: if (event.key.keysym.sym == SDLK_ESCAPE) {
Grep (escape|engine_quit)
No matches found
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
10155 if (key_name) {
10156 snprintf(captured_control, sizeof(captured_control), "key:%s", key_name);
10157 }
10158 }
10159 // Built-in key handling (skip if in capture mode)
10160 if (!capture_mode) {
10161 if (event.key.keysym.sym == SDLK_ESCAPE) {
10162 running = false;
10163 }
10164 }
10165 #ifndef __EMSCRIPTEN__
10166 // Fullscreen toggle only on desktop
10167 if (event.key.keysym.sym == SDLK_F11 ||
10168 (event.key.keysym.sym == SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT))) {
10169 Uint32 flags = SDL_GetWindowFlags(window);
10170 SDL_SetWindowFullscreen(window, (flags & SDL_WINDOW_FULLSCREEN_DESKTOP) ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
10171 }
10172 #endif
10173 }
10174 if (event.type == SDL_KEYUP) {
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
10715 while (running && !error_state) {
10716 // Drain SDL events (so window stays responsive / closable)
10717 SDL_Event event;
10718 while (SDL_PollEvent(&event)) {
10719 if (event.type == SDL_QUIT) {
10720 running = false;
10721 }
10722 if (event.type == SDL_KEYDOWN && !event.key.repeat) {
10723 if (event.key.keysym.sym == SDLK_ESCAPE) {
10724 running = false;
10725 }
10726 }
10727 }
10728
10729 // 2 physics steps per render frame (120Hz physics / 60Hz render)
10730 for (int p = 0; p < 2 && running && !error_state; p++) {
10731 // Clear layer commands
10732 for (int i = 0; i < layer_count; i++) {
10733 layer_clear_commands(layer_registry[i]);
10734 }
Two places in anchor.c hardcode Escape→quit. Removing both. The window-close button (SDL_QUIT) still works, so the app stays closable.
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/Anchor2/engine && ./build.bat 2>&1 | tail -8)
src/anchor.c(10507): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10509): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10512): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(10515): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
gl.c
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
Bash (cp E:/a327ex/Anchor2/engine/build/anchor.exe E:/a327ex/Anchor2/app/anchor.exe)
(Bash completed with no output)
Engine rebuilt and deployed. Escape no longer quits — SDL_QUIT (window close button) still works.
Moving to Step 2c: caret + typing + Backspace/Delete. The big subtask is restructuring draw_text_element to expose a layout struct so caret hit-test (click → caret) and caret render (caret → pixel) can both use it.
Let me read the current draw_text_element to plan the refactor cleanly.
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
115
116 local function pick_text_color(kind, style)
117 style = style or {}
118 if kind == 'h1' or kind == 'h2' then return theme.text_heading end
119 if style.code then return theme.peach end
120 return theme.text_primary
121 end
122
123 -- Render one text element. Inputs:
124 -- el — text element (kind, x, y, w, h, content)
125 -- Side effects:
126 -- draws word-wrapped tokens into ui_layer in canvas-local coords
127 -- (caller has already pushed the canvas-local translate);
128 -- updates el.h to the rendered height so hit-tests on subsequent frames
129 -- match what's visible.
130 --
131 -- Layout: each run is tokenized into alternating word + whitespace tokens
132 -- (newlines become explicit break tokens). Tokens are laid into lines
133 -- left-to-right; when a word would overflow el.w it starts a new line.
134 -- Leading whitespace at the start of a wrapped line is dropped (zero
135 -- width when cur_x == 0). Line height = max font height of tokens on
136 -- the line, so a single bold or code word doesn't get clipped on a
137 -- regular-weight line.
138 local function draw_text_element(el)
139 local body_font = fonts[BODY_FONT_FOR_KIND[el.kind] or 'serif_body']
140 if not body_font then return end
141
142 -- Tokenize all runs into a flat sequence.
143 local tokens = {}
144 for _, run in ipairs(el.content or {}) do
... [100 more lines]
Replacing draw_text_element with a layout-aware version + adding the editing helpers right after:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Add caret state to the canvas init:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Wire entry-into-editing branches (D1, D2) and click-reposition (E1) to set the caret, plus typing/Backspace/Delete, plus auto-remove on empty exit. Let me find the click-handler area again:
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
990 -- Optional bg color override (color object). Useful when two canvas
991 -- panes view the same model in adjacent slots — different bg colors
992 -- make the slot boundary visible. Defaults to theme.bg_base.
993 self.bg = (opts and opts.bg) or theme.bg_base
994
995 -- `self.elements` is a direct alias for `self.model.content.elements`
996 -- — convenient shorthand for the pane's own update code. Since we
997 -- only mutate the elements list in place (insert/remove), the alias
998 -- stays valid for the lifetime of the model.
999 self.elements = self.model.content.elements
1000
1001 -- Selection is stored as an element REFERENCE (not an index)
1002 -- because indices shift when another pane deletes an earlier
1003 -- element. A ref stays correct regardless of reordering.
1004 self.selected_el = nil
1005
1006 -- Editing state for text elements (Phase A step 2b). When set,
1007 -- the element is being edited: caret will live inside it, typing
1008 -- mutates its content, and resize handles + drag-to-move are
1009 -- suppressed. Entered via double-click (existing text element OR
1010 -- empty area spawns a new element); exited via Escape, click on
1011 -- a different element, or click outside the pane.
1012 self.editing_el = nil
1013
1014 -- Caret state — meaningful only when editing_el is set. Caret is a
1015 -- single byte offset into the conceptual concatenation of all the
1016 -- editing element's runs (0 = before first byte; total = after last).
1017 -- caret_blink_t is the timestamp the caret last moved or changed
1018 -- (typing, click, navigation); used to keep the caret solid for a
1019 -- moment after a movement before the blink resumes.
... [60 more lines]
Now adding the exit_editing helper and wiring everything together. First the helper, near the other top-level functions:
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
760
761 -- Does the workspace's pointer-target resolution point at `self`?
762 -- Used to gate pointer-driven input (clicks, hover keys, cursor setting)
763 -- so that only the pane the cursor is actually over processes those
764 -- events. Drag continuation (already-in-flight move / resize) does NOT
765 -- gate on this — once a drag starts, the pane keeps it until release
766 -- regardless of where the cursor wanders.
767 local function owns_pointer(self)
768 return pane_owns_pointer(self)
769 end
770
771 -- Cycle guard for nested rendering. Direct self-recursion (a canvas
772 -- with an embed pointing at its own model) is caught at the element
773 -- level by an `el.model_id ~= self.model_id` check. But INDIRECT cycles
774 -- (A embeds B, B embeds A — easy to construct via copy/paste of embeds)
775 -- have no such cheap guard, so we track which canvas panes are
776 -- currently mid-update across the frame and short-circuit any pane that
777 -- re-enters its own update. The short-circuit renders a red placeholder
778 -- in the embed bounds and skips everything else; state for the cycle's
779 -- re-entrant pane was already updated by the outer call earlier in the
780 -- frame, so nothing is lost.
781 local rendering_panes = {}
782
783 -- Which system cursor to show when hovering each handle type. Maps to
784 -- engine_set_cursor names (see engine_set_cursor in anchor.c).
785 local CURSOR_FOR_HANDLE = {
786 corner_tl = 'sizenwse',
787 corner_br = 'sizenwse',
788 corner_tr = 'sizenesw',
789 corner_bl = 'sizenesw',
... [10 more lines]
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
index_of is defined later in the file — fixing the forward reference by inlining:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update click-outside-deselect, Escape handler, and the four click branches to use exit_editing + set caret:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the four click branches (D1, D2, E1, E2) for caret handling:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add typing/Backspace/Delete handlers. They go right after the click handler block. Let me find the right insertion point — after the click handler's closing ends:
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
1219 self.editing_el = hit_el
1220 local lo = hit_el._layout
1221 if lo then
1222 local run_idx, offset = hit_test_caret(lo, cx - hit_el.x, cy - hit_el.y)
1223 self.caret_index = run_offset_to_caret(hit_el.content, run_idx, offset)
1224 else
1225 self.caret_index = 0
1226 end
1227 self.caret_blink_t = time
1228 elseif self.editing_el and hit_el == self.editing_el then
1229 -- E1. Click inside editing element → reposition caret.
1230 local lo = self.editing_el._layout
1231 if lo then
1232 local run_idx, offset = hit_test_caret(lo, cx - self.editing_el.x, cy - self.editing_el.y)
1233 self.caret_index = run_offset_to_caret(self.editing_el.content, run_idx, offset)
1234 self.caret_blink_t = time
1235 end
1236 else
1237 -- E2. Exit editing (if any), then run the normal single-click flow.
1238 exit_editing(self)
1239
1240 -- 1. Resize-handle hit on the currently-selected element.
1241 local handle = nil
1242 if self.selected_el then
1243 handle = hit_handle(self.selected_el, cx, cy)
1244 end
1245 if handle then
1246 local sel = self.selected_el
1247 self.drag.state = 'resizing'
1248 self.drag.mode = handle
... [10 more lines]
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
1270 if self.selected_el then
1271 local el = self.selected_el
1272 self.drag.state = 'moving'
1273 self.drag.offset_x = cx - el.x
1274 self.drag.offset_y = cy - el.y
1275 self.drag.pre = {x = el.x, y = el.y, w = el.w, h = el.h}
1276 end
1277 end
1278 end -- close E2 fall-through (`else` of the double-click chain)
1279 end
1280
1281 -- Cursor: while resizing, lock the cursor to the handle's resize
1282 -- arrow (we captured pointer at click time — keep showing the resize
1283 -- cursor even if the user wanders out of the pane mid-drag). When
1284 -- this pane owns pointer and is hovering a handle on its selected
1285 -- element, preview that resize arrow.
1286 --
1287 -- Only this pane's update sets cursor; panes that don't own pointer
1288 -- skip the set so they don't clobber the cursor that the owning
1289 -- pane set. The workspace establishes 'arrow' at the top of the
1290 -- frame as the fallback when no pane has authority this frame.
1291 do
1292 if self.drag.state == 'resizing' then
1293 engine_set_cursor(CURSOR_FOR_HANDLE[self.drag.mode] or 'arrow')
1294 elseif owns then
1295 local cursor = 'arrow'
1296 if self.selected_el then
1297 local h = hit_handle(self.selected_el, cx, cy)
1298 if h then cursor = CURSOR_FOR_HANDLE[h] or 'arrow' end
1299 end
... [10 more lines]
Inserting the typing/Backspace/Delete block right after the click handler (after line 1279):
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the caret renderer in the chrome block. Replace the editing-chrome block to add the caret bar:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Remove the temporary smoke-test print from main.lua:
Edit (E:\a327ex\Anchor2\app\main.lua)
The file E:\a327ex\Anchor2\app\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
One adjustment — Backspace/Delete shouldn't gate on owns while editing (typing should keep working regardless of cursor position):
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Syntax-check:
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "for _, f in ipairs({...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
E:/a327ex/Anchor2/app/main.lua: ok
One adjustment — typed text should drain every frame even when not editing, otherwise the engine queue can bloat. Move the drain outside the editing-gate but only apply it when editing:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
Step 2c done. Summary:
Refactored draw_text_element into layout_text_element + render_text_layout + draw_text_element. The layout now emits a chars table (one entry per source byte with x/y/line/line_h/run_idx/offset/advance) and an end_pos. Layout cached on el._layout for hit-test / caret render.
New editing helpers (all utf8-aware where it matters):
content_total_bytes,caret_to_run_offset,run_offset_to_caretinsert_at_caret,backspace_at_caret,delete_at_caretcontent_is_empty,hit_test_caret,caret_render_posexit_editing(clears editing state, auto-removes empty text elements bypassing undo)
Click branches now set caret:
- D1: caret at 0 (empty content).
- D2: caret from hit-test against the previously-rendered layout.
- E1: click-inside-editing → reposition caret.
- E2:
exit_editing(self)(auto-removes empty), then normal click flow.
Typing block after the click handler: drains engine_get_typed_text() every frame; inserts at caret when editing. key_is_pressed('backspace') and ('delete') walk codepoints via utf8.offset. All mutations bump model + save_canvas immediately. Backspace/Delete are NOT gated on owns (typing continues even if cursor wandered out).
Caret renderer in the chrome block: 1px text-color bar at the caret position, blinks at 1 Hz with a 0.5 s solid hold after every movement / keystroke. Suppressed automatically if the layout has no entry (empty content → end_pos).
main.lua smoke-test print removed.
What to test:
- Spawn + type — double-click empty canvas, type "Hello world." The text appears as you type; caret bar follows. Blinks after ~0.5 s idle.
- Backspace / Delete — works codepoint-by-codepoint.
- Click-to-position-caret — double-click the "Story Title" h1 from scratch.lua (with editing already active OR not). Then single-click in the middle of "Story Title" — caret jumps to the click position.
- Multi-line wrap — type enough to wrap. Click on the second visual line — caret lands on that line.
- Bold/italic/code styling renders correctly while editing — caret runs through the existing styled sample paragraph without glitching.
- Escape on empty spawn — double-click empty area, don't type, Escape. The empty element vanishes (auto-removed).
- Escape on non-empty — double-click empty, type "hi", Escape. Element stays, selected_el set, lavender ring + handles appear.
- Split mode (F4) live propagation — open canvas:scratch in canvas_right, edit a text element. Same model is referenced... actually wait, canvas_left views canvas:host, not canvas:scratch, so split-view propagation only shows up if you spawn an embed of canvas:scratch inside canvas:host. Worth testing if you have time; otherwise the single-canvas case is the main path.
- Persistence — type, close app, reopen — text preserved.
- Typing while cursor is over a different pane — type in canvas A, move cursor over right panel, keep typing — text continues to land in canvas A. (Backspace/Delete also keep working.)
If all that checks out, Step 2e (arrow keys, Home/End, line-up/down nav) is next. (I'm folding 2d into 2c since basic typing + Backspace/Delete are already done.)
[Pasted image/png]
Not wrapping.
[Request interrupted by user]
There's also no enter for new line, backspace/delete should also be able to be repeated on key held down. The way the element works in terms of scaling up/down is also unnatural for text I think, but it's fine if it remains the way it is now, we'll just need to change it at some point in the future. I didn't test anything past 4 and I will after you fix these issues.
Three fixes needed. Let me look at engine key-state behavior for the repeat handling.
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
7945
7946 // Fallback to last index (handles floating point edge cases)
7947 lua_pushinteger(L, len);
7948 return 1;
7949 }
7950
7951 // noise(x, y?, z?) - Perlin noise [-1, 1]
7952 static int l_random_noise(lua_State* L) {
7953 float x = (float)luaL_checknumber(L, 1);
7954 float y = (float)luaL_optnumber(L, 2, 0.0);
7955 float z = (float)luaL_optnumber(L, 3, 0.0);
7956
7957 // stb_perlin_noise3 returns [-1, 1]
7958 float result = stb_perlin_noise3(x, y, z, 0, 0, 0);
7959 lua_pushnumber(L, result);
7960 return 1;
7961 }
7962
7963 // ============================================================================
7964 // LUA BINDINGS: INPUT
7965 // Keyboard, mouse, gamepad, actions, chords, sequences, holds, capture
7966 // ============================================================================
7967
7968 // Input Lua bindings
7969 static int l_key_is_down(lua_State* L) {
7970 const char* key_name = luaL_checkstring(L, 1);
7971 SDL_Scancode scancode = key_name_to_scancode(key_name);
7972 if (scancode == SDL_SCANCODE_UNKNOWN) {
7973 lua_pushboolean(L, 0);
7974 } else {
... [5 more lines]
Grep (key_pressed[|key_state|input_post_update|SDL_SCANCODE_BACKSPACE|key_just_pressed)
2522: bool fired; // Set when WM_HOTKEY received, cleared in input_post_update
2649: if (strcmp(name, "backspace") == 0) return SDL_SCANCODE_BACKSPACE;
2748: case SDL_SCANCODE_BACKSPACE: return "backspace";
2818:static void input_post_update(void) {
10317: input_post_update();
10706: input_post_update();
10756: input_post_update();
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
7980 static int l_key_is_pressed(lua_State* L) {
7981 const char* key_name = luaL_checkstring(L, 1);
7982 SDL_Scancode scancode = key_name_to_scancode(key_name);
7983 if (scancode == SDL_SCANCODE_UNKNOWN) {
7984 lua_pushboolean(L, 0);
7985 } else {
7986 lua_pushboolean(L, keys_current[scancode] && !keys_previous[scancode]);
7987 }
7988 return 1;
7989 }
7990
7991 static int l_key_is_released(lua_State* L) {
7992 const char* key_name = luaL_checkstring(L, 1);
7993 SDL_Scancode scancode = key_name_to_scancode(key_name);
7994 if (scancode == SDL_SCANCODE_UNKNOWN) {
7995 lua_pushboolean(L, 0);
7996 } else {
7997 lua_pushboolean(L, !keys_current[scancode] && keys_previous[scancode]);
7998 }
7999 return 1;
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
2810 case SDL_CONTROLLER_AXIS_RIGHTY: return "righty";
2811 case SDL_CONTROLLER_AXIS_TRIGGERLEFT: return "triggerleft";
2812 case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: return "triggerright";
2813 default: return NULL;
2814 }
2815 }
2816
2817 // Copy current input state to previous (called at end of physics frame)
2818 static void input_post_update(void) {
2819 memcpy(keys_previous, keys_current, sizeof(keys_previous));
2820 memcpy(mouse_buttons_previous, mouse_buttons_current, sizeof(mouse_buttons_previous));
2821 memcpy(gamepad_buttons_previous, gamepad_buttons_current, sizeof(gamepad_buttons_previous));
2822 memcpy(gamepad_axes_previous, gamepad_axes, sizeof(gamepad_axes_previous));
2823 // Reset per-frame deltas
2824 mouse_dx = 0;
2825 mouse_dy = 0;
2826 mouse_wheel_x = 0;
2827 mouse_wheel_y = 0;
2828 // Reset global hotkey fired flags
2829 #ifdef _WIN32
2830 for (int i = 0; i < global_hotkey_count; i++) {
2831 global_hotkeys[i].fired = false;
2832 }
2833 #endif
2834 }
2835
2836 // Update gamepad state (call once per frame before input processing)
2837 static void gamepad_update(void) {
2838 if (!gamepad) return;
2839
... [5 more lines]
Three fixes:
1. Wrap bug — long words don't break. A single word wider than el.w skips wrapping because the cur_x > 0 guard short-circuits. Need a force-break-by-character path for over-wide words.
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. Enter key inserts newline. Plus 3. key-repeat for Backspace/Delete (and Enter while we're at it). Both in the same typing block. I'll add a small key-repeat helper instead of duplicating timer logic per key.
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now use the helper in the typing block and add Enter handling:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Wait, those while loops can infinite-loop because key_is_pressed is stable within a frame. They should be ifs — auto-repeat is a cross-frame thing.
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Clear the repeat state when editing exits so a still-held key from a previous edit session doesn't spuriously fire:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
Three issues addressed:
Wrap bug: words wider than
el.wnow force-break per character. The layout walks characters individually when the whole word can't fit even on a fresh line, committing a new line whenever the next character would overflow.chars[]entries still get per-character positions so caret/hit-test stay correct across the breaks.Enter inserts newline:
'\n'flows throughinsert_at_caret, and the existing tokenizer already converts'\n'into a'break'token that commits the current line. Caret advances past the byte automatically.Key auto-repeat: new
key_pressed_or_repeated(state, key)helper, used for Backspace, Delete, and Enter. Initial 0.45 s delay, then 0.035 s interval (~28 Hz) — close to native text-input cadence. State is per-pane onself.key_repeat_next; cleared onexit_editingso a held key from a prior session doesn't spuriously fire next time.Acknowledged: text element scaling will be revisited later — leaving as-is per your call.
When you've tested 1–3 plus the original 4–10 from the prior round, Step 2e is arrow keys + Home/End + line-up/down navigation. That'll round out Phase A Step 2 and leave us at the natural break before clipboard + selection (Step 3).
[Pasted image/png]
When it breaks to a new line the border doesn't follow.
- I don't know how to do bold/italic/code text.
Everything else seems good.
Two things — the height bug first, then the formatting answer.
Height bug: when a trailing \n is in the content, total_h was being set to cur_y (the y of the unrepresented post-newline empty line) instead of cur_y + body_font.height (the y after that empty line). The caret rendered fine because end_pos knew where to go, but el.h was short by one line height, so the editing border cut off above the trailing empty/wrapped lines.
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
Bold/italic/code answer: there's no UI way to apply formatting yet. The styling system is fully working (you can see it on the hardcoded sample — "bold", "italic", "code()" in Story Title's paragraph), but applying it to text you type requires two things we haven't built:
- Text selection — a caret range, not just a point, so the formatting hotkey knows what to toggle. That's Step 3 (
clipboard + selectionfrom the plan). - Formatting hotkeys — Ctrl+B / Ctrl+I / Ctrl+E that toggle the style flags on the selected range. That's Step 4 in plan_focused.md Phase A.
I bundled basic typing (Backspace/Delete/Enter) into the current 2c step. Selection and formatting are still ahead — they belong together because formatting without selection only makes sense as "toggle for the next character I type", which is a fiddlier model than the standard "select then toggle".
Two near-term options if you want to test styling sooner:
- Hand-edit
data/canvases/scratch.lua: it's a Lua return-table. Add a styled run inline like{text='bold word', style={bold=true}}to any text element. App auto-loads it. Roundtrips through serialize/deserialize. - Defer 2e (arrows + Home/End) and do Step 3 (selection) next: that unblocks formatting hotkeys faster. Tradeoff: you'd be navigating-by-clicking for longer.
Want to (a) continue with 2e as planned, or (b) skip ahead to selection so formatting hotkeys land sooner?
Seems you fixed the visual issue with new line BUT if we have a trailing new line with no content and we esc out of the selection, when we get back in, we can never place the caret there. I think the correct behavior is trailing new lines with no content should be automatically removed if we unselect the text element.
Right call — that's the cleanest fix. Trailing-newline hit-testing is a separate complication; stripping on exit avoids it entirely.
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now wire it into exit_editing — strip first, then check for empty + auto-remove:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
Done. Two changes:
- New
strip_trailing_newlines(content)— walks back through runs, strips trailing\nbytes from the last non-empty run (one at a time, repeating). exit_editingnow calls strip first, then checks for empty + auto-removes. If the strip mutated bytes but didn't empty the element, the model bumps and saves so other views see the cleaned content.
Behavior:
- Type "hello\n\n\n", Escape → content becomes "hello", border snaps to one line.
- Type "hello\nworld", Escape → content unchanged (mid-string
\npreserved). Border encloses both lines. - Spawn empty + Escape → still auto-removes (existing behavior, unchanged).
- During editing, you can still type/press Enter past the end and see the caret on the trailing empty line — strip only happens on exit.
Should I continue with Step 2e (arrow keys + Home/End + line-up/down nav) next, or pivot to Step 3 / selection so formatting hotkeys can land sooner?
Perfect. What does step 3 consist of exactly?
Step 3 (from plan_focused.md) is selection + clipboard — the gating step for formatting hotkeys. Here's the concrete breakdown.
Step 3 deliverables
State changes: alongside the existing caret_index, add caret_anchor. When they're equal, it's a plain caret; when they differ, [min, max) is the selected range. All current caret operations stay the same; selection is just "caret with an anchor pinned somewhere else."
Visual: behind each line that contains selected text, paint a translucent lavender background rectangle spanning the selection's pixel range on that line. Multi-line selections become multiple rects (full-width middle lines + partial end caps).
Mouse:
- Drag-select: click + drag inside editing element extends selection from initial click position. Already-existing click handler stays the entry point.
- Shift+click: extends current selection to click position (anchor stays put).
Keyboard editing once a selection exists:
- Backspace / Delete: delete the selection (not just one codepoint).
- Typing: replace the selection with the typed text.
- Any caret movement (arrows once 2e lands, click without shift, Home/End, etc.): collapse to caret_index, dropping the selection.
Clipboard (the engine bindings clipboard_get / clipboard_set / clipboard_has_text are already in anchor.c, so no engine work):
- Ctrl+A: select all content within the editing element.
- Ctrl+C: copy the selected text to OS clipboard as plain UTF-8 (run styles dropped on copy for v1; rich-paste is a later concern).
- Ctrl+X: cut — copy + delete selection.
- Ctrl+V: paste — insert OS clipboard text at caret (replaces selection if non-empty). Multi-line paste handled by inserting
\ncharacters verbatim into the run.
Out of scope for Step 3:
- Cross-element selection (selection stops at element edges, per plan_focused.md Phase A open questions).
- Rich-format clipboard (HTML / RTF / OSC-52). Plain text only.
- Drag-to-reorder selected text. Drag-to-extend only.
Natural sub-step split: | | What | Pause to test? | |---|---|---| | 3a | Selection state + visual highlight | Yes — verify range math + render before adding interaction | | 3b | Mouse drag-to-select + Shift+click | Yes — selection from mouse alone | | 3c | Replace-on-type + Backspace/Delete on selection + Ctrl+A | Yes | | 3d | Ctrl+C / Ctrl+X / Ctrl+V | Yes — clipboard roundtrip with OS |
After Step 3 lands, Step 4 (Ctrl+B / I / E formatting hotkeys) becomes a small step — toggle the style flags on the runs overlapping the selection, splitting runs at selection boundaries as needed.
Pathing choice
We have two ways to sequence the remaining Phase A work:
AskUserQuestion
User has answered your questions: "How should we sequence Step 3 vs Step 2e (arrow keys) vs Step 4 (formatting hotkeys)?"="3 → 4 → 2e (Recommended)". You can now continue with the user's answers in mind.
Starting on Step 3a: selection state + visual highlight + mouse drag-select + shift-click. After this lands you'll be able to see selections, but typing/Backspace/Delete behavior on them comes in 3b.
Plan:
- Add
caret_anchorstate alongsidecaret_index. Equal = no selection; different =[min, max)selected. - Initialize anchor = index on entry into editing (D1, D2). On plain click in editing element (E1): collapse anchor to new caret. On Shift+click: leave anchor pinned, update index.
- New drag state
'selecting': starts on E1 click, updatescaret_indexvia hit-test on mouse-move, ends on release. Existing'moving'/'resizing'paths unaffected. - Selection rectangles: per-line lavender-faint rects, computed by walking
lo.chars[sel_lo+1..sel_hi]and grouping by line. - Render highlight inside
draw_text_element, before the text — so the translucent fill sits BEHIND the glyphs rather than obscuring them.
Adding the selection-rect helper and threading selection through draw_text_element first:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Add caret_anchor to init:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Update the click branches — D1, D2, E1 — to manage caret_anchor and start the selection drag:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the 'selecting' drag branches. Let me find the drag-update block to add them:
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
1395 self.drag.state = 'selecting'
1396 end
1397 else
1398 -- E2. Exit editing (if any), then run the normal single-click flow.
1399 exit_editing(self)
1400
1401 -- 1. Resize-handle hit on the currently-selected element.
1402 local handle = nil
1403 if self.selected_el then
1404 handle = hit_handle(self.selected_el, cx, cy)
1405 end
1406 if handle then
1407 local sel = self.selected_el
1408 self.drag.state = 'resizing'
1409 self.drag.mode = handle
1410 self.drag.orig_w = sel.w
1411 self.drag.orig_h = sel.h
1412 -- Snapshot pre-drag geometry so we can build an undo command on
1413 -- release (move and resize both mutate in place during the drag).
1414 self.drag.pre = {x = sel.x, y = sel.y, w = sel.w, h = sel.h}
1415 -- Anchor = the FIXED point during the resize, in canvas-local
1416 -- coords. For corners that's the diagonally-opposite corner;
1417 -- for edges it's the opposite edge midpoint (so the orthogonal
1418 -- axis stays centered).
1419 if handle == 'corner_tl' then self.drag.anchor_x, self.drag.anchor_y = sel.x + sel.w, sel.y + sel.h
1420 elseif handle == 'corner_tr' then self.drag.anchor_x, self.drag.anchor_y = sel.x, sel.y + sel.h
1421 elseif handle == 'corner_bl' then self.drag.anchor_x, self.drag.anchor_y = sel.x + sel.w, sel.y
1422 elseif handle == 'corner_br' then self.drag.anchor_x, self.drag.anchor_y = sel.x, sel.y
1423 elseif handle == 'edge_top' then self.drag.anchor_x, self.drag.anchor_y = sel.x + sel.w*0.5, sel.y + sel.h
1424 elseif handle == 'edge_bot' then self.drag.anchor_x, self.drag.anchor_y = sel.x + sel.w*0.5, sel.y
... [40 more lines]
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
1545 local el = self.selected_el
1546 if el and self.drag.pre then
1547 local pre = self.drag.pre
1548 if self.drag.state == 'moving' then
1549 if el.x ~= pre.x or el.y ~= pre.y then
1550 undo_push(make_move_command(self.id, el, pre.x, pre.y, el.x, el.y))
1551 end
1552 elseif self.drag.state == 'resizing' then
1553 if el.x ~= pre.x or el.y ~= pre.y or el.w ~= pre.w or el.h ~= pre.h then
1554 undo_push(make_resize_command(self.id, el,
1555 {x=pre.x, y=pre.y, w=pre.w, h=pre.h},
1556 {x=el.x, y=el.y, w=el.w, h=el.h}))
1557 end
1558 end
1559 end
1560 self.drag.state = 'idle'
1561 self.drag.mode = nil
1562 self.drag.pre = nil
1563 -- Save: drag (move or resize) just ended; persist new position.
1564 save_canvas(self.model)
1565 elseif not mouse_is_down(1) then
1566 -- Stale drag — we missed the release event somehow. Bail.
1567 self.drag.state = 'idle'
1568 self.drag.mode = nil
1569 self.drag.pre = nil
1570 else
1571 local el = self.selected_el
1572 if el then
1573 if self.drag.state == 'moving' then
1574 el.x = math.floor(cx - self.drag.offset_x)
... [50 more lines]
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
1530 end
1531
1532 -- Drag update. While dragging, recompute the element's geometry from
1533 -- the cursor + captured drag context. Free positioning — element
1534 -- keeps real coordinates even off-canvas (stencil handles visuals).
1535 -- Drag ends on mouse release.
1536 --
1537 -- Defensive: if mouse_is_down(1) returns false but state isn't idle,
1538 -- we somehow missed a release event (e.g., mode switched mid-drag).
1539 -- Drop the stale drag rather than warp the element to wherever the
1540 -- cursor happens to be on the next frame we see input.
1541 if self.drag.state ~= 'idle' then
1542 if mouse_is_released(1) then
1543 -- Build undo command from the pre-state captured at drag start,
1544 -- but only if state actually changed (skip no-op clicks).
1545 local el = self.selected_el
1546 if el and self.drag.pre then
1547 local pre = self.drag.pre
1548 if self.drag.state == 'moving' then
1549 if el.x ~= pre.x or el.y ~= pre.y then
Update the drag-update block to handle 'selecting':
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Pass selection range through to draw_text_element in the elements loop:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
Step 3a done. Summary of changes:
caret_anchorstate added on init, kept in sync withcaret_indexon entry into editing (D1, D2) and on plain click (E1 without Shift).- E1 branch: Shift+click extends selection (anchor stays); plain click collapses to caret. Both start
drag.state = 'selecting'so mouse-move during the click drags the selection. - Drag-update gained a
'selecting'branch: hit-tests caret position from mouse, updatescaret_index(anchor pinned), no save on release. selection_rects(lo, sel_lo, sel_hi)helper walkslo.chars[sel_lo+1..sel_hi]and merges per line.draw_text_elementnow accepts an optionalsel = {lo, hi}arg and paintstheme.lavender_faintrectangles BEFORE the text so the highlight sits behind glyphs.- Elements loop computes
selonly for the pane's own editing element (so a second view of the same model doesn't paint a phantom highlight).
What to test (Step 3a):
- Drag-select — enter editing in any text element, click-and-drag across some text. Lavender translucent highlight follows the drag. Release — highlight persists.
- Shift+click extends — with a selection visible, Shift+click somewhere else. Selection extends from anchor to new click position.
- Plain click collapses — with a selection visible, plain click anywhere in the element. Selection disappears, caret lands at click.
- Multi-line selection — drag across a line break. Two separate highlight rects, one per line.
- Selection across runs — drag from plain text through bold/italic/code in the hardcoded sample. Highlight spans cleanly.
- Backspace / Delete / typing while selection is active: still work the OLD way (single-char operation) — selection range doesn't affect them yet. That's Step 3b.
- Caret blink — caret still renders at
caret_indexand blinks. Visible alongside selection highlight.
If selection visual + mouse behavior check out, Step 3b is "selection-aware editing": typing replaces selection, Backspace/Delete delete the selection range, Ctrl+A selects all.
Creating a new text element and typing has text that starts selected for some reason, shouldn't happen, everything else seems to work.
Right — the bug is that caret_anchor doesn't follow caret_index on typing/Backspace/Delete/Enter. New element → anchor=0, type 'a' → index=1, anchor still 0 → selection [0,1) visible.
This was technically Step 3b territory (selection-aware editing), but since you've already hit it I'll fold it in now so the behavior is correct in all cases — not just sync anchor, but actually delete-on-replace if there IS a real selection.
Adding the range-delete helper:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now wrap the typing/Backspace/Delete/Enter handlers to delete the selection first if one is active, and always sync anchor at the end:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
Bug fixed plus the rest of selection-aware editing folded in:
delete_range(content, lo, hi)helper: walks runs and excises the byte range, mutating in place.consume_selection()local closure inside the typing block: if anchor ≠ index, callsdelete_rangeand collapses caret_anchor + caret_index to the range start. Returns whether anything was deleted.- Typing: consume_selection first, then insert. Anchor always synced to index after.
- Backspace: if selection → delete it (no extra single-char delete). Otherwise existing single-codepoint backspace. Anchor synced.
- Delete: same pattern. Anchor synced.
- Enter: consume_selection, then insert
\n. Anchor synced.
Behaviors you should now see:
- New element + type → no spurious selection. (Original bug.)
- Drag-select + type → typed text replaces the selection.
- Drag-select + Backspace → entire selection deletes (not just one char before caret).
- Drag-select + Delete → same.
- Drag-select + Enter → selection replaced with a newline (caret on the next empty line).
- No selection + any keystroke → identical to before (single-char operations).
What's still left for the original Step 3b → c → d sweep:
- Ctrl+A select-all (small).
- Ctrl+C / Ctrl+X / Ctrl+V clipboard (the actual deliverable).
Want me to land those now (just clipboard + select-all left in Step 3) before moving to formatting (Step 4), or pause for you to test 3a's selection visuals + the bug fix first?
Everything works, go ahead.
Let me verify what clipboard_get returns:
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
8990 glVertexAttribPointer(9, 3, GL_FLOAT, GL_FALSE, stride, (void*)(29 * sizeof(float)));
8991 glEnableVertexAttribArray(9);
8992
8993 glBindVertexArray(0);
8994 printf("Game VAO/VBO created (stride=%d bytes)\n", stride);
8995
8996 // Create screen shader for blitting layers
8997 screen_shader = create_shader_program(screen_vertex_source, screen_fragment_source);
8998 if (!screen_shader) {
8999 return luaL_error(L, "Failed to create screen shader");
9000 }
9001 printf("Screen shader created\n");
9002
9003 // Set up screen quad VAO/VBO
9004 float screen_vertices[] = {
9005 -1.0f, -1.0f, 0.0f, 0.0f,
9006 1.0f, -1.0f, 1.0f, 0.0f,
9007 1.0f, 1.0f, 1.0f, 1.0f,
9008 -1.0f, -1.0f, 0.0f, 0.0f,
9009 1.0f, 1.0f, 1.0f, 1.0f,
9010 -1.0f, 1.0f, 0.0f, 1.0f,
9011 };
9012
9013 glGenVertexArrays(1, &screen_vao);
9014 glGenBuffers(1, &screen_vbo);
9015
9016 glBindVertexArray(screen_vao);
9017 glBindBuffer(GL_ARRAY_BUFFER, screen_vbo);
9018 glBufferData(GL_ARRAY_BUFFER, sizeof(screen_vertices), screen_vertices, GL_STATIC_DRAW);
9019
... [5 more lines]
Grep (l_clipboard_get|SDL_GetClipboardText|l_clipboard_has_text)
9041:static int l_clipboard_get(lua_State* L) {
9042- if (SDL_HasClipboardText()) {
9043: char* text = SDL_GetClipboardText();
9044- if (text && text[0] != '\0') {
9045- lua_pushstring(L, text);
9046- SDL_free(text);
9047- return 1;
9048- }
9049- if (text) SDL_free(text);
9050- }
9051- lua_pushnil(L);
9052- return 1;
9053-}
--
9062:static int l_clipboard_has_text(lua_State* L) {
9063- lua_pushboolean(L, SDL_HasClipboardText());
9064- return 1;
9065-}
9066-
9067-// --- Global Hotkeys (Windows only) ---
9068-// Uses Win32 RegisterHotKey for system-wide hotkeys that work even when unfocused.
9069-// Must poll BEFORE SDL_PollEvent to grab WM_HOTKEY thread messages first.
9070-
9071-#ifdef _WIN32
9072-static void hotkey_poll_events(void) {
--
9457: lua_register(L, "clipboard_get", l_clipboard_get);
9458- lua_register(L, "clipboard_set", l_clipboard_set);
9459: lua_register(L, "clipboard_has_text", l_clipboard_has_text);
9460- \ --- System: Global Hotkeys (Windows only) ---
... [9 more lines]
Grep (local ctrl_held)
1298: local ctrl_held = key_is_down('lctrl') or key_is_down('rctrl')
Now adding the content substring helper + Ctrl+A/C/X/V. Helper goes with the other editing helpers:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now wire the four chords into the editing block. They go after the Enter handler, before the mutated flush:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
Step 3 complete. Summary:
content_substring(content, lo, hi)helper: walks runs and concatenates the overlapping byte spans into a flat UTF-8 string.- Ctrl+A (no shift):
caret_anchor=0,caret_index=total_bytes— full content selected. - Ctrl+C (no shift): if selection active, copy to OS clipboard via
clipboard_set. - Ctrl+X (no shift): copy +
consume_selection()to delete the selected range. - Ctrl+V (no shift):
clipboard_get()(may be nil); if non-empty,consume_selection()first, theninsert_at_caret. Multi-line paste works because\nflows through the layout's existing hard-break path.
All four require Ctrl held AND Shift NOT held so Ctrl+Shift+C/Ctrl+Shift+V (workspace view clipboard) doesn't double-fire on top of the text clipboard.
Test plan (Step 3 final):
- Ctrl+A → full content highlighted. Type → entire content replaced with what you typed.
- Ctrl+C → paste in another app → OS clipboard receives plain text.
- Copy from another app (browser/editor) → Ctrl+V → text inserts at caret. Multi-line input becomes hard-broken lines (each
\nfrom source preserved). - Ctrl+X → cut works; selection removed, OS clipboard has the cut text.
- Drag-select, Ctrl+C, click elsewhere, Ctrl+V → text duplicated.
- Empty content + Ctrl+V → pastes at start.
- Pre-existing selection + Ctrl+V → selection replaced by pasted content.
- Ctrl+Shift+C / Ctrl+Shift+V (pane mode, view clipboard) → only the workspace view-clipboard fires, NOT the text clipboard. Verifies the shift gate.
- Ctrl+Shift+A / Ctrl+Shift+X → no-ops (text handler gated on
not shift).
If all that works, Step 3 is done and Step 4 (Ctrl+B / Ctrl+I / Ctrl+E formatting hotkeys) is next. That's the small one — toggle style flags on the selected runs, splitting runs at selection boundaries as needed.
Ctrl+Z/R should work for text edits as well. Backspace repeat rate should be faster.
Two fixes. The repeat rate is easy; text-edit undo is bigger. Let me look at the undo module first to plan the coalescing.
Read (E:\a327ex\Anchor2\app\undo.lua)
1 --[[
2 undo — global undo / redo stack.
3
4 Commands are plain tables with `apply` and `revert` methods. The
5 stack is LIFO; pushing a new command clears the redo stack. Each
6 pane (or whatever else mutates state) builds its own commands; this
7 module only manages the stack and the keybindings.
8
9 Two construction patterns are both supported:
10
11 "Apply on push" — the gesture creates the cmd, calls cmd:apply(),
12 then undo_push(cmd). Apply/revert are symmetric so redo works
13 identically. Used for atomic actions like add/delete.
14
15 "Already applied" — the gesture has already mutated state in place
16 (e.g., the per-frame mutations during a drag). The cmd captures
17 pre + post state; gesture pushes without calling apply. Used for
18 continuous operations where the gesture IS the apply.
19
20 Commands should be self-contained — reference state via stable
21 identifiers (pane_id strings, element refs by table identity).
22 Don't capture transient state that might change between push and
23 revert (e.g., the current selected_idx).
24
25 Stack is global (one undo history shared across all panes). User
26 expects Ctrl+Z to undo "the last thing I did" regardless of which
27 pane the action targeted; commands target their pane via pane_id.
28 ]]
29
30 local MAX_UNDO = 256
... [31 more lines]
Big-ish but coherent. Plan:
- Repeat rate: drop
KEY_REPEAT_RATEfrom 0.035 → 0.020. - Text-edit undo with coalescing:
pending_editstate on canvas pane:{el, pre_content, pre_caret, kind, last_t}.- Same-kind mutations within 1 s extend the session; different kind or idle timeout finalizes (pushes a single undo command).
- Finalize triggers: idle timeout, mouse click in canvas, Ctrl+A, exit editing.
- Kinds:
typing(text insert / Enter),backspace,delete,cut,paste. Cut/paste are atomic (no coalescing). - One undo command type for all text edits: stores pre+post content + caret positions.
Adding the helpers and command factory near the existing editing helpers:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Drop the repeat rate and add pending_edit to init:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:\a327ex\Anchor2\app\pane.lua)
1 --[[
2 pane — class + type registry for workspace panes.
3
4 A pane is a long-lived stateful UI object: file browser, agent panel,
5 code editor, status bar, etc. Each pane has:
6 - id stable string identity, used in templates / persistence
7 - type string, looked up in pane_types for behavior
8 - state per-instance state table (scroll, cursor, fold-state, etc.)
9 - model_id optional reference to a model (for view/model split)
10
11 Pane types vs subclassing
12 -------------------------
13 Anchor 2's class() has no inheritance ("if you want a variant, copy and
14 modify"), so we don't subclass pane for each type. Instead:
15
16 - There is ONE pane class with shared lifecycle plumbing.
17 - Each pane TYPE is a plain table of callbacks registered in
18 pane_types via pane_register_type(name, def).
19 - pane:update / :serialize / :destroy dispatch to the type's
20 callbacks if present.
21
22 This keeps the stateful object (genuinely OOP) separate from the
23 per-type behavior (procedural data), matching the framework convention.
24
25 Why panes don't use make_entity
26 -------------------------------
27 Panes manage their own registry (panes, keyed by pane.id) and have an
28 explicit destroy step. They don't need the entity system's collision
29 events, deferred kill queue, or numeric ids. If a specific pane type
30 needs entity integration later, its init callback can call
... [119 more lines]
Now I need workspace to flush pane pending state before undo/redo. Adding the pane method dispatch + workspace iteration:
Edit (E:\a327ex\Anchor2\app\pane.lua)
The file E:\a327ex\Anchor2\app\pane.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Update workspace's undo handler to flush pane state first:
Edit (E:\a327ex\Anchor2\app\workspace.lua)
The file E:\a327ex\Anchor2\app\workspace.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now wire up pane-level: idle finalize, click finalize, per-mutation start_or_extend, exit_editing, version_poll cleanup, Ctrl+A finalize, cut/paste atomic push, and the flush_undo def callback.
First idle finalize at top of canvas update (right after the version polling) and version_poll clearing pending_edit:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Add finalize at the top of the click handler (any LMB press):
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Update exit_editing to finalize pending and add the kind-flagged session starts to each mutation handler:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now wire start_or_extend_pending_edit into the typing/Backspace/Delete/Enter handlers, and convert Cut/Paste to atomic pushes:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Update Ctrl+A (finalize), Ctrl+X (atomic), Ctrl+V (atomic):
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Finally add the flush_undo callback to the canvas pane def:
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "for _, f in ipairs({...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
E:/a327ex/Anchor2/app/pane.lua: ok
E:/a327ex/Anchor2/app/workspace.lua: ok
Both fixes done.
Changes summary
Repeat rate: KEY_REPEAT_RATE 0.035 → 0.020 (50 Hz). Held Backspace/Delete/Enter now scroll about 75% faster.
Text-edit undo (coalesced):
- New helpers
clone_content,content_equal,set_content,make_text_edit_command,finalize_pending_edit,start_or_extend_pending_edit. pending_editstate on canvas pane stores{el, pre snapshot, pre_caret, kind, last_t}.- Coalesce kinds:
typing(text input + Enter),backspace,delete. Same-kind mutations within 1 s extend the same session; different kind or timeout finalizes and starts new. - Atomic kinds (no coalescing):
cut,paste— each press is its own undo entry. - Finalize triggers: idle timeout (per-frame check), any click, Ctrl+A, Ctrl+X/V (before the atomic push), exit-editing.
pane:flush_undo()dispatches to the type'sflush_undocallback. Workspace'shandle_undo_keysiterates all panes callingflush_undobeforeundo()/redo()— so the in-flight coalesce always promotes to the stack before being popped.make_text_edit_commandrestores both content and caret position; the caret restore only applies if the pane is currently editing the element (silent restore otherwise).- Trailing-newline strip in
exit_editingnow runs BEFORE finalize, so a "type then escape" session's undo rolls back to the original state. - Version polling clears
pending_editwhen the element disappears (e.g., undo of spawn), preventing stale-el undo entries.
Test plan
- Type "hello", wait 2 seconds, Ctrl+Z → entire "hello" undone in one step.
- Type "hello", Ctrl+Z immediately → entire "hello" still undone in one step (flush_undo fires).
- **Type "hello", pause briefly (<1 s), keep typing "world", Ctrl+Z** → "world" disappears (still in pause window? actually no — second typing extends; both in one session). Let me re-trace: first burst extends within 1 s, so it's all one session. So Ctrl+Z removes both. **OR** if you pause >1 s between bursts: two sessions, Ctrl+Z removes "world" only, Ctrl+Z again removes "hello".
- Type "abc", hold Backspace → all chars deleted, one Ctrl+Z restores them all (same-kind 'backspace' coalesces across the held burst).
- Type "abc", Backspace once, type "x" → 3 entries. Ctrl+Z three times to undo in order.
- Cut/Paste → each press is its own undo entry. Ctrl+Z reverses paste, Ctrl+Z again reverses cut.
- Ctrl+R (redo) → re-applies the undone entry, caret restored if currently editing the element.
- Type "hello\n\n", Escape, Ctrl+Z → strip + typing rolled into one entry; element back to its pre-type state (or auto-removed if it was a fresh spawn — that case Ctrl+Z restores the empty element).
- Click somewhere in editing element while typing → previous typing session finalizes (Ctrl+Z would undo just up to the click point).
Step 4 (Ctrl+B/I/E formatting) is next once you've verified.
ERROR: panes/canvas.lua:546: attempt to call a nil value (global 'save_canvas') stack traceback: panes/canvas.lua:546: in method 'revert' undo.lua:49: in function 'undo' workspace.lua:335: in upvalue 'handle_undo_keys' workspace.lua:518: in function 'workspace_update' main.lua:254: in function 'update'
On CTRL Z press
Forward-reference issue — make_text_edit_command's closure can't see save_canvas since I defined the text-edit helpers above it. Let me find the right line and move them.
Grep (^local function (clone_content|make_text_edit_command|save_canvas|read_canvas_elements|canvas_model_load|content_substring|delete_range|finalize_pending_edit|start_or_extend_pending_edit)|^local TEXT_EDIT_IDLE)
458:local function clone_content(content)
502:local TEXT_EDIT_IDLE = 1.0
510:local function make_text_edit_command(pane_id, el, pre, post, pre_caret, post_caret)
555:local function finalize_pending_edit(self)
570:local function start_or_extend_pending_edit(self, el, kind)
591:local function content_substring(content, lo, hi)
616:local function delete_range(content, lo, hi)
775:local function save_canvas(model)
828:local function read_canvas_elements(path)
914:local function canvas_model_load(id)
Grep (^local function (content_total_bytes|index_of|model_bump))
400:local function content_total_bytes(content)
1133:local function index_of(list, el)
Grep (^local function (exit_editing|owns_pointer|spawn_text_element_at|canvas_spawn_embedded_view))
1039:local function exit_editing(self)
1086:local function owns_pointer(self)
1218:local function spawn_text_element_at(host, cx, cy)
Read (E:\a327ex\Anchor2\app\panes\canvas.lua)
453
454 -- Deep-copy a content snapshot for text-edit undo storage. Each run
455 -- gets a fresh `text` (immutable string, so the existing reference is
456 -- safe) and a fresh `style` table (copied flag-by-flag — we only have
457 -- bold/italic/code today; new flags need to be listed here too).
458 local function clone_content(content)
459 local out = {}
460 for _, run in ipairs(content) do
461 local style = {}
462 for k, v in pairs(run.style or {}) do style[k] = v end
463 table.insert(out, {text = run.text or '', style = style})
464 end
465 return out
466 end
467
468 -- Compare two content snapshots. Treats two contents as equal if every
469 -- run matches in text + the same set of style flags. Used to skip
470 -- pushing an undo entry when a coalesced edit session's net change is
471 -- zero (e.g. user typed 'h' then immediately Backspaced it).
472 local function content_equal(a, b)
473 if #a ~= #b then return false end
474 for i, ra in ipairs(a) do
475 local rb = b[i]
476 if ra.text ~= rb.text then return false end
477 local sa, sb = ra.style or {}, rb.style or {}
478 if sa.bold ~= sb.bold or sa.italic ~= sb.italic or sa.code ~= sb.code then
479 return false
480 end
481 end
482 return true
... [110 more lines]
Simplest fix: forward-declare save_canvas as a local before the text-edit helpers use it, then change its later local function to a plain function assignment so it writes into that same local.
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\app\panes\canvas.lua)
The file E:\a327ex\Anchor2\app\panes\canvas.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "local f='E:/a327ex/A...)
E:/a327ex/Anchor2/app/panes/canvas.lua: ok
Fixed.
The bug: Lua resolves upvalues at closure-compile time. When make_text_edit_command's apply/revert closures were compiled at line 510, save_canvas wasn't yet declared as a local (defined at line 775), so the name resolved to global _ENV.save_canvas → nil at runtime.
The fix: Added local save_canvas forward declaration above clone_content. The later definition function save_canvas(model) (no local keyword) writes into that pre-existing local. Closures captured at any point now see the same local, populated by the time undo() actually fires.
Should be clean now — try Ctrl+Z again. Same for Ctrl+X / Ctrl+V (they push the same kind of command).
Great, everything works. Update documentation files and let's end the session here, we'll continue next session. Name it Anchor App Phase 2 Part 1
Let me look at the docs that need updating, then I'll refresh them and invoke the end-session skill.
Read (E:\a327ex\Anchor2\app\docs\ui_architecture.md)
1 # Anchor App UI Discussion
2
3 Captured 2026-04-28. Updated 2026-05-11 (Phase 1 Part 3 — embedded views,
4 view clipboard, recursive input routing, and visual focus feedback
5 shipped; Phase 1 foundation is now complete except for text editing,
6 deferred to Part 4 / focused-plan Phase A). Authoritative reference for
7 the app's UI architecture. If you are a future session picking this up,
8 read this file *after* `plan.md` and *before* writing any UI code — most
9 of the decisions here are non-obvious from the codebase alone and were
10 settled by long discussion.
11
12 The visual side of the UI is covered separately: see `docs/visual_identity.md`
13 and `docs/mockup_v2_ui_kit.html` (the authoritative visual reference). This
14 file is the *system architecture*: how the UI is structured in code, what the
15 units of composition are, how state flows between them.
16
17 ---
18
19 ## TL;DR
20
21 - **Hybrid mode UI**: retained workspace shell (panes are long-lived stateful objects you can drag between slots) + immediate-mode widget functions inside panes (buttons, chips, rows — drawn each frame from state).
22 - **Two-tier layout**: a workspace template defines named **slots** (edge slots + one fill slot); each mode assigns specific **panes** to those slots. Slot names are positional and generic (`side_a`, `main`, `status_top`); pane names are stable identities (`code_editor`, `agent_oracle`).
23 - **RectCut** is the layout primitive inside panes. Small module (~50 lines), mutating-parent style, supplemented by helpers (contract, center, split_h/v).
24 - **Model–view separation** (✅ shipped Phase 1 Part 2 step 7): a separate `models` registry holds canvases, files, conversations etc. Each model has `{id, kind, version, content}`. Panes are *views* of models — they hold `self.model_id` and dereference via `model_get(id)`. Multiple panes can view the same model; edits propagate via per-frame version polling (`self.last_seen_version != self.model.version → re-validate view-local state`).
25 - **Two host types** for panes (✅ shipped Phase 1 Part 3 step 8): workspace **slot** host or canvas-**element** host (`embedded_view` element type). Same pane class either way — what differs is who calls `pane:update(dt, input, rect)` with what rect. Elements persist their `pane_id`, `pane_type`, `model_id` + bounds; the inner pane is created idempotently on load via `pane({id=..., type=..., model_id=...})`.
26 - **Pane content uses canvas-local coordinates** (✅ shipped Phase 1 Part 2 step 7b): element `(x, y)` is offset from the canvas origin (its pane's rect top-left), not from the window origin. Rendering translates by `(rect.x, rect.y)` via `layer_push`; input is translated the other way (`cx = mx - rect.x`). Two panes viewing the same canvas render identical content at identical canvas-local positions — the property that makes embedded views work.
27 - **Workspace owns input routing** (✅ recursive routing shipped Phase 1 Part 3). Drops drain once at the workspace; clicks, drops, focus-on-click, and cursor authority all resolve to the **deepest pane under the cursor** via `pane:find_pointer_target(cx, cy, rect)`, which walks into embedded views by default. The canvas type's callback applies override rules in priority order: (a) Alt held → outer wins (the "address the host" modifier); (b) outer has a selected element with cursor inside its bounds → outer wins (modal selection — clicks on an already-grabbed embed stay with the host); (c) cursor over an embedded view → recurse into it; (d) otherwise the host wins. Panes gate pointer-driven input on `pane_owns_pointer(self)`; drag continuations are NOT gated so a move/resize that started in one pane can wander out without being interrupted.
28 - **Indirect-cycle guard** (✅ Phase 1 Part 3): the canvas type maintains a module-local `rendering_panes` set so a pane that re-enters its own update during a frame's render walk (A embeds B embeds A, easy to construct via copy/paste) short-circuits with a red placeholder instead of stack-overflowing. Direct self-embedding is caught at the element level by `el.model_id ~= self.model_id`.
29 - **Selection by element reference, not index**. When another pane deletes an earlier element, indices shift; refs don't.
30 - **Click-outside-deselect** (✅ Phase 1 Part 3): a click anywhere a pane doesn't own clears that pane's `selected_el`. Combined with the existing same-pane empty-click branch, this gives the uniform rule "clicking outside the selected thing deselects it" regardless of pane boundaries.
... [50 more lines]
Read (E:\a327ex\Anchor2\app\plan_focused.md)
30
31 ## What's already shipped
32
33 Phase 1 Parts 1, 2, and 3 of the original plan. Full ledger in `plan.md` `## Current Status`. Short version:
34
35 - **Workspace shell**: panes, slots, templates, modes (F1/F2/F3 + F4 split), persistence, Ctrl+drag pane swap.
36 - **Canvas pane**: drop image files from disk, select/move/resize/delete elements, undo/redo, persistence to `data/canvases/<name>.lua`.
37 - **Model layer**: shared models with version polling; two panes can view the same canvas.
38 - **Canvas-local coordinates**: two panes show identical content — the embed-friendly property.
39 - **Embedded views (step 8)**: a canvas can host another pane as an `embedded_view` element. Press E to spawn. Drops, clicks, keys, and cursor authority route to the deepest pane under the cursor; Alt addresses the host instead.
40 - **View clipboard (step 9)**: Ctrl+Shift+C captures the focused pane (or selected embed with dimensions); Ctrl+Shift+V pastes into the canvas under cursor.
41 - **Visible pane focus**: 1px lavender border around the focused pane, suppressed when an element inside it is selected so there's only one visual cue at a time.
42 - **Engine additions**: drop-event API, cursor API, focus-clickthrough hint, stencil-mask clear.
43
44 The canvas + element + model architecture is correct and complete for the prose-writing scope. This focused plan exercises a small subset (mostly text elements on a single canvas at a time) and treats embedded views as already-available infrastructure that the story / website can use as soon as text editing lands.
45
46 ---
47
48 ## Explicitly deferred from the full plan
49
50 For clarity, items from `plan.md` that are NOT in this focused plan:
51
52 | Item | Original phase | Status |
53 |---|---|---|
54 | Tag-based filesystem browser | Phase 3 | Deferred |
55 | Code editor + syntax highlighting | Phase 4 | Deferred |
56 | Knowledge graph / reference / web clipper | Phase 7 | Deferred |
57 | Music composition views | Phase 8 | Deferred |
58 | Game launcher / live game inspection | Phase 9 | Deferred |
59 | Background jobs / inbox / RSS / git | Phase 10 | Deferred |
... [80 more lines]
Edit (E:\a327ex\Anchor2\app\plan_focused.md)
The file E:\a327ex\Anchor2\app\plan_focused.md has been updated successfully. (file state is current in your context — no need to Read it back)
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Update Phase A's status and the deferred-items table:
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Update Phase A's deliverables to show what's done and what's left:
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Update docs/ui_architecture.md TL;DR with the new architecture pieces:
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Quick update to plan.md's Current Status to point at the new work:
Grep (^## Current Status|ON HOLD|2026-05-11)
3:> **ON HOLD as of 2026-05-11.** Active development now follows [`plan_focused.md`](plan_focused.md), which restricts current scope to two features: writing (a story, mostly prose) and the website (a327ex.com, eventually served by the Anchor engine via WASM). This long-term plan remains the reference for everything beyond those two — phases 3, 4, 7–10 resume once the focused scope completes. Do not modify content here; record changes in `plan_focused.md` instead.
36:## Current Status (2026-05-11, end of Phase 1 Part 3)
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1 # Anchor — The Omega App
2
3 > **ON HOLD as of 2026-05-11.** Active development now follows [`plan_focused.md`](plan_focused.md), which restricts current scope to two features: writing (a story, mostly prose) and the website (a327ex.com, eventually served by the Anchor engine via WASM). This long-term plan remains the reference for everything beyond those two — phases 3, 4, 7–10 resume once the focused scope completes. Do not modify content here; record changes in `plan_focused.md` instead.
4
5 ## Vision
6
7 The omega app is the next evolution of Anchor: a single application for all creative work, built entirely with the Anchor engine. It replaces the scattered collection of tools (Notepad, NeoVim, Claude Code, Explorer, DAW, browser) with one unified environment owned completely by the user.
8
9 The core insight comes from 4 months of using Claude Code daily: AI is good enough that you stop reading code. Once you stop reading code, you lose ownership of the codebase. Once you lose ownership, you realize what you actually needed to own wasn't the code — it was the *environment*. The code is replaceable. The environment shapes everything.
10
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Updating the project memory file to reflect current status:
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Docs and memory updated. Now invoking the end-session skill.
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user for the session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
Determine the project yourself from your session context — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Get User Approval
Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.
Step 4: Convert Transcript and Write the Log File
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
date "+%Y-%m-%d %H:%M:%S"Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...) vs Codex rollouts (~/.codex/sessions/...). For Composer sessions, usefind-recent-session.py(it merges all sources) and pick the[cursor]line for the current chat.Replace the default header (
# Session YYYY-MM-DD...) at the top of/tmp/session-log.mdwith the approved title and summary, AND prepend frontmatter. The final file shape:Title: [Title] Date: YYYY-MM-DD HH:MM:SS # [Title] ## Summary [approved summary text from step 2] --- [transcript content from jsonl-to-markdown script]Frontmatter is non-negotiable. Every log file MUST start with
Title:andDate:lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script ina327ex-site/deploy/backfill_metadata.pyis a safety net, not a substitute — write it correctly the first time.Then copy the final file to the log destination:
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].mdStep 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
Project Root Stage command Anchor E:/a327ex/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Ainvoker E:/a327ex/Invokergit add -Athalien-lune E:/a327ex/thalien-lunegit add -Aa327ex-site E:/a327ex/a327ex-sitegit add -A(this IS one of the web repos — the log file added in Step 4 is staged here automatically)For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
cdinto the project root, stage, rungit statusto verify before committing.IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.# Skip until we hit the line "## Summary", then take everything after the next # blank line until the --- separator that precedes the transcript. awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \ E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
# Project repo to GitHub. Skip this push if the project IS a327ex-site # (handled by the second push below — don't duplicate). git push origin main # a327ex-site to the VPS (post-receive hook restarts the Lua server). cd E:/a327ex/a327ex-site git add -A git commit -m "[Title]" git push prod main 2>&1 | tail -3Failure handling: if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
Step 7: Confirm
Tell the user: - Project commit hash + GitHub push result - a327ex-site commit hash + VPS push result
Format:
Logged — "[Title]". project (Anchor2): abc1234 pushed to GitHub a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)If a push failed, surface that explicitly with the error.
Notes
- Frontmatter is non-negotiable. Every log file MUST have
Title:andDate:at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.- If the project IS
a327ex-site(e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.- Legacy note: this skill used to also dual-write to
anchor.blot.im/logs/andanchor.blot.im/context/. Post-cutover (May 2026),anchor.blot.imis a JS redirect toa327ex.comand no longer receives content. Drop those steps if you find any older docs that still reference them.ARGUMENTS: Anchor App Phase 2 Part 1
Here's the draft summary. Confirm or edit before I proceed.
Title: Anchor App Phase 2 Part 1
Summary:
# Anchor App Phase 2 Part 1
## Summary
Phase 2 Part 1 of the Anchor App: shipped text editing end-to-end — text-element rendering with styled runs, double-click spawn + editing state, caret + typing + Backspace/Delete/Enter with utf8 + key auto-repeat, selection (drag, shift+click, Ctrl+A), OS-clipboard (Ctrl+C/X/V), coalesced Ctrl+Z/R for text edits, and a new element-vs-pane interaction-mode axis (F10 toggle). Engine got SDL_TEXTINPUT capture and lost its built-in Escape-to-quit.
**Session orientation:**
- Read prior session log (`a327ex-site/logs/anchor-app-phase-1-part-3.md` head + close).
- Read `plan_focused.md`, `docs/ui_architecture.md`, current `canvas.lua`, `main.lua`, `workspace.lua`, `pane.lua` to ground state. Confirmed Phase A (text editing) was the next gating item per the focused plan.
- Read `Anchor2/.claude/CLAUDE.md` for v2 disciplines and `Anchor2/app/data/canvases/scratch.lua` to understand persisted shape.
**Step 1 — render-only text element (styled runs):**
- Settled three upstream decisions via AskUserQuestion: text representation = **styled runs** (list of `{text, style={bold,italic,code}}`), headings ship in Phase A, sequencing = render-only → editing → registry/hot-reload.
- Element shape: `{type='text', kind='body'|'h1'|'h2', x, y, w, h, content=[runs]}`. `kind` picks the body font + size; per-run style picks the per-run font variant (regular / italic / medium-as-bold / mono-for-code). Headings ignore inline emphasis for v1.
- New font registrations in `main.lua`: `serif_body_italic`, `serif_body_bold` (Medium stands in for bold; no Bold .ttf), `serif_h1` (24pt Medium), `serif_h2` (18pt Medium).
- New helpers in `canvas.lua`: `BODY_FONT_FOR_KIND`, `pick_text_font(kind, style)`, `pick_text_color(kind, style)`, `draw_text_element(el)`. Color choices: `text_heading` for h1/h2, `peach` for code (placeholder), `text_primary` for body.
- `draw_text_element` tokenizes runs into `word` / `ws` / `break` tokens, lays them into lines with greedy word wrap at `el.w`, takes max font height per line as the line height. Auto-height: `el.h` set to total rendered height each frame.
- `save_canvas` + `read_canvas_elements` extended with a `text` branch — serializes/deserializes kind + content runs with style flags.
- Sample content added to `data/canvases/scratch.lua` (h1, body with bold/italic/code mix, h2, second body with italic phrase) to the right of the existing image so nothing overlaps.
**Element vs pane interaction modes (cross-cutting):**
- User raised the design: clicking off an element shouldn't reach into pane state by default. Pane operations should be relegated to a separate mode.
- Settled via AskUserQuestion: F10 toggles between `'element'` (default) and `'pane'` modes; status-bar text indicator is enough visual cue.
- `workspace_state.interaction_mode` added, persisted to `.workspace_state.lua`. Default 'element'. Existing save files without the field gracefully default.
- `update_focus_on_click` and `paint_focus_border` gated on `'pane'` mode. Click-outside-deselect for elements stays unconditional (element-level behavior).
- Added `workspace_get_interaction_mode()` accessor; status_bot.lua shows 'ELEMENT' (text_muted) or 'PANE' (lavender) next to the 'UI KIT' label.
- Follow-up: Ctrl+drag pane-swap and its hover-affordance ring also gated to pane mode (a drag already in flight finishes ungated, so mid-drag mode toggle doesn't strand it).
**Step 2a — engine SDL_TEXTINPUT capture + bound API:**
- Found engine only exposed raw `key_is_pressed/down/released`; no text-input path. Needed for typing.
- Added typed-text queue in `anchor.c` next to the drops queue: `MAX_TYPED_EVENTS=32 × MAX_TYPED_LEN=32` static buffer, `enqueue_typed_text()` helper.
- `SDL_TEXTINPUT` event handler in the main poll loop enqueues `event.text.text` (UTF-8). SDL filters chord keypresses (Ctrl+X etc.) and pure modifiers out of this stream so typing doesn't include them.
- `l_engine_get_typed_text()` Lua binding drains the queue into one concatenated UTF-8 string via `luaL_Buffer`. Lua-side use: `local t = engine_get_typed_text(); if t ~= '' then insert_at_caret(t) end`.
- `SDL_StartTextInput()` called once after window creation. Always-on for v1.
- Built cleanly to `engine/build/anchor.exe` and copied to `app/anchor.exe`. Smoke test added in `main.lua` printing typed text — removed at end of Step 2c.
**Engine: Escape no longer quits the app:**
- User reported Escape was killing the program. Found two paths in `anchor.c`: the main event loop (line ~10161) and an error-state fallback loop (line ~10723), both setting `running = false` on `SDLK_ESCAPE`.
- Removed both. SDL_QUIT (window close button) still terminates. Comment notes games can wire Escape via `key_is_pressed('escape') + engine_quit()` if they want it back.
- Rebuilt + copied to app.
**Step 2b — spawn + editing state machine (no typing yet):**
- Settled three design decisions via AskUserQuestion: caret on entry lands at click position (Figma-style), resize handles hide during editing, sub-step split = engine → spawn/enter → full editing (three pause points).
- New constants: `DOUBLE_CLICK_S=0.30`, `DOUBLE_CLICK_DIST=4`, `SPAWN_TEXT_W=400`.
- `spawn_text_element_at(host, cx, cy)` helper: empty body element at cursor, uses `make_add_command` so spawn is undoable.
- Init adds `self.editing_el=nil`, `self.last_click_time=-1`, `self.last_click_x=0`, `self.last_click_y=0`.
- Click handler restructured into four branches: **D1** (double-click empty → spawn + enter editing), **D2** (double-click text → enter editing), **E1** (click in editing element → no-op for Step 2b, caret reposition in 2c), **E2** (anything else → exit editing + normal click flow).
- Editing chrome: 1px `theme.peach` border (no handles), distinct from the lavender selection chrome.
- Version polling: clears `editing_el` if its element vanished (e.g. via undo of spawn).
- Click-outside-deselect now also clears `editing_el`.
- Escape key (gated on `owns`) calls `exit_editing(self)`.
- `exit_editing(self)` helper: clears editing_el, clears key_repeat_next (later step), auto-removes empty text elements bypassing undo. Inlined the element-search loop since `index_of` is defined later in the file.
- Delete key gated on `not self.editing_el`. E embed-spawn gated on `not self.editing_el`.
**Step 2c — caret + typing + Backspace/Delete + click-to-position:**
- Refactored `draw_text_element` into `layout_text_element` (returns `{body_font, lines, chars, end_pos, total_h}`) + `render_text_layout` (draws). Layout cached on `el._layout` after each frame so hit-test/caret-render can read it.
- `chars[]` table has one entry per source byte in linear order: `{x, y, line, line_h, run_idx, offset, advance}`. Used for click → caret hit-test AND caret → pixel render.
- `end_pos` computed from last token's geometry (handles end-of-content caret placement, including post-newline empty line).
- New editing helpers: `content_total_bytes`, `caret_to_run_offset`, `run_offset_to_caret`, `insert_at_caret`, `backspace_at_caret` (utf8.offset-aware), `delete_at_caret` (utf8.offset-aware), `content_is_empty`, `hit_test_caret(lo, cx, cy)`, `caret_render_pos(content, lo, caret_index)`.
- New state on canvas init: `caret_index`, `caret_anchor`, `caret_blink_t`, `key_repeat_next={}`.
- Click branches set caret: D1 → caret=0; D2 → hit-test against cached `_layout`; E1 → reposition caret via hit-test.
- Typing block at end of update: drains `engine_get_typed_text()` every frame (queue would otherwise bloat to its 32-event cap); if editing, applies. Backspace/Delete via `key_pressed_or_repeated(state, key)` helper with `KEY_REPEAT_DELAY=0.45`, `KEY_REPEAT_RATE=0.020` (50 Hz). Initially used `while` loop for the helper but caught the infinite-loop bug (`key_is_pressed` stable within frame); fixed to `if`. Backspace/Delete/Enter NOT gated on `owns` so typing continues even if cursor wanders.
- Caret render in chrome block: 1px text-color bar at `caret_render_pos`. Blink: solid for 0.5 s after every movement (`BLINK_HOLD`), then 1 Hz square wave on/off.
- Removed the temporary `[typed]` smoke test from `main.lua`.
**Bug fix — long words don't wrap:**
- User reported: typing `aaaaaa...` continues past element edge; no wrap.
- Root cause: the wrap check `if cur_x > 0 and cur_x + w > el.w then commit() end` short-circuits when `cur_x == 0` (start of fresh line), so a single word wider than `el.w` skipped wrapping entirely.
- Fix: after the "wrap to fresh line" attempt, check `cur_x + w <= el.w` — if not (word wider than the element), force-break character by character. Each char becomes its own one-char `word` item in `cur_items` so the renderer draws them inline; `chars[]` still tracks per-char positions for caret correctness.
**Enter for newline + key auto-repeat for Enter:**
- User asked for Enter to insert a newline; engine has it as `'enter'` per the key-name list. `'\n'` flows through `insert_at_caret` and the tokenizer's existing break path renders it as a hard line break.
- Auto-repeat for Enter via the same `key_pressed_or_repeated` helper.
**Bug fix — text appears selected after spawn-and-type:**
- User reported: new text element + type → typed text shows as a selection.
- Root cause: D1 sets `caret_anchor=0, caret_index=0`. Typing advances `caret_index` but leaves `caret_anchor` at 0. Selection range `[0, index)` appears.
- Fix (folded what was planned as Step 3b into the current step): added `delete_range(content, lo, hi)` helper and `consume_selection()` closure inside the typing block. Typing / Backspace / Delete / Enter all run `consume_selection()` first (if anchor != index, deletes the range and collapses to its start), then their normal mutation. `caret_anchor` always synced to `caret_index` at end. Now typing into an active selection properly replaces it.
**Bug fix — trailing newline border + unclickable trailing line:**
- User reported: editing element with content + Enter renders the border too short (cuts off above the trailing empty line). Plus after Escape + re-enter, can't click into the trailing empty line.
- Root cause #1: `total_h` calculation for trailing-newline case was `cur_y` (the y of the unrepresented empty line), missing one body-line of height. Fixed to `total_h + body_font.height`.
- Root cause #2: hit_test_caret only looks at `chars[]` entries; the empty line after a trailing `\n` has no chars[] entry on it, so clicking there falls back to the last committed line. User explicitly requested the cleaner fix: strip trailing `\n` bytes on exit-editing. Added `strip_trailing_newlines(content)` helper. Called from `exit_editing` before the empty-check + auto-remove. If strip mutated bytes (and didn't empty the element), model_bumps + saves.
**Step 3a — selection state + visual + drag-select + shift+click:**
- User asked what Step 3 entails; laid out the breakdown (state, visual, mouse, keyboard editing on selection, clipboard). Settled sequencing via AskUserQuestion: **3 → 4 → 2e** (selection + clipboard first, then formatting hotkeys, then arrows). Selection-aware editing folded into 3a after the spawn-and-type bug to keep behavior coherent.
- `selection_rects(lo, sel_lo, sel_hi)` walks `chars[sel_lo+1..sel_hi]` and groups by line — one rect per affected line, merged via min_x/max_x.
- `draw_text_element` takes an optional `sel={lo, hi}` arg; paints `theme.lavender_faint` rects BEFORE the text so the translucent highlight sits behind glyphs (not on top — translucent overlay would muddy the glyphs).
- Elements loop computes `sel` only when `el == self.editing_el`, so a second view of the same model doesn't paint a phantom highlight.
- New drag state `'selecting'`: E1 single-click sets `drag.state='selecting'` (Shift held keeps anchor pinned; plain click collapses anchor to new caret). Drag-update branch for `'selecting'` re-hit-tests caret position on mouse motion. Release branch gated to skip save_canvas for selecting (no persisted data changes).
**Step 3 final — Ctrl+A select-all + Ctrl+C/X/V clipboard:**
- `content_substring(content, lo, hi)` helper concatenates run text overlapping the byte range; styled-run information dropped (plain-text clipboard for v1).
- Ctrl+A: finalize pending edit (selection change as separator), set `caret_anchor=0`, `caret_index=total_bytes`.
- Ctrl+C: if selection, `clipboard_set(content_substring(...))`. No mutation.
- Ctrl+X: atomic — finalize pending, snapshot pre, set clipboard, consume_selection, push text-edit cmd directly.
- Ctrl+V: atomic — `clipboard_get()` may be nil, guarded. finalize pending, snapshot pre, consume_selection if any, `insert_at_caret`, push text-edit cmd.
- All four gated on `ctrl_held AND not shift` so Ctrl+Shift+C/V (workspace view-clipboard) doesn't double-fire on top of the text clipboard.
**Coalesced text-edit undo (originally planned as Step 5; folded in on user request):**
- User explicitly asked for Ctrl+Z/R to work for text edits and for Backspace repeat rate to be faster.
- Lowered `KEY_REPEAT_RATE` 0.035 → 0.020 (50 Hz).
- New helpers: `clone_content`, `content_equal` (compares text + bold/italic/code flags), `set_content` (in-place run swap; preserves table identity), `make_text_edit_command` (pre/post content + pre/post caret; restores caret only when pane is currently editing the element).
- `TEXT_EDIT_IDLE=1.0` second threshold for coalescing.
- New state on canvas init: `pending_edit = nil | {el, pre, pre_caret, kind, last_t}`.
- `start_or_extend_pending_edit(self, el, kind)`: if same el+kind within idle threshold, extend (just bump last_t); else finalize previous and start new with current content snapshot.
- `finalize_pending_edit(self)`: captures current el.content as post, pushes `make_text_edit_command` if pre != post. Idempotent on no-change.
- Kinds: `'typing'` (text input + Enter), `'backspace'`, `'delete'` coalesce within kind. `'cut'`/`'paste'` are atomic (push cmd directly each press).
- Finalize triggers: idle timeout (per-frame check at top of update), any click in canvas, Ctrl+A, exit_editing. Also from workspace via the `flush_undo` hook before Ctrl+Z/R.
- `pane:flush_undo()` dispatch added to pane class; workspace's `handle_undo_keys` calls `flush_pane_undo_state()` iterating all panes before `undo()`/`redo()` so in-flight coalesce sessions promote to the stack first.
- `flush_undo` callback added to canvas pane def, just calls `finalize_pending_edit(self)`.
- exit_editing reorganized: strip trailing newlines first, then `finalize_pending_edit` (so strip is rolled into the same undo entry as the originating edit), then clear editing_el + key_repeat, then check empty/stripped → auto-remove or save.
- Version polling clears `pending_edit` when the editing element disappears (prevents stale-el undo entries after undo-of-spawn).
**Bug fix — `attempt to call a nil value (global 'save_canvas')`:**
- User reported: Ctrl+Z fired the error at `panes/canvas.lua:546: in method 'revert'`.
- Root cause: `make_text_edit_command`'s `apply`/`revert` closures reference `save_canvas` by name. Lua resolves the name at closure-compile time; `make_text_edit_command` is defined at line 510, `local function save_canvas` is at line 775. At compile time of the closure, `save_canvas` wasn't a local in scope, so it resolved to `_ENV.save_canvas` (global) which is nil.
- Fix: forward-declare `local save_canvas` at the top of the file (above `clone_content`). Change the later definition from `local function save_canvas(model)` to `function save_canvas(model)` (no `local` keyword) so it assigns to the existing local rather than declaring a new one. Closures now see the populated value at runtime. Same pattern would work for any similar grouping conflict.
**Files modified this session:**
- `Anchor2/engine/src/anchor.c` — SDL_TEXTINPUT capture, `engine_get_typed_text` binding, `SDL_StartTextInput()` at init, removed Escape-to-quit from both event loops
- `Anchor2/app/main.lua` — added 4 font registrations (serif_body_italic/bold, serif_h1/h2); temporary smoke-test print added then removed
- `Anchor2/app/panes/canvas.lua` — text element + editing helpers + layout/render split + draw_text_element + selection rects + caret + click branches + typing/Backspace/Delete/Enter + Ctrl+A/C/X/V + text-edit undo helpers + flush_undo callback + force-break wrap + trailing-newline strip + auto-remove on empty exit (large file; biggest delta of the session)
- `Anchor2/app/panes/status_bot.lua` — ELEMENT/PANE interaction-mode label after the UI KIT label
- `Anchor2/app/workspace.lua` — `workspace_state.interaction_mode`, `workspace_get_interaction_mode()`, F10 toggle handler, persistence round-trip, gated `update_focus_on_click` + `paint_focus_border` + Ctrl+drag init + drag-affordance ring, `flush_pane_undo_state` before undo/redo
- `Anchor2/app/pane.lua` — `pane:flush_undo()` dispatch
- `Anchor2/app/data/canvases/scratch.lua` — sample text-element content (h1 + body + h2 + body with mixed styles)
- `Anchor2/app/docs/ui_architecture.md` — TL;DR updated for Phase 2 Part 1 (text editing, interaction modes, undo coalescing, engine SDL_TEXTINPUT, no-Escape-quit, forward-declared upvalue pattern)
- `Anchor2/app/plan_focused.md` — "What's already shipped" updated, deferred-items table updated, Phase A section converted to a status-by-deliverable table with open questions resolved
- `Anchor2/app/plan.md` — banner pointer to Phase 2 Part 1 status in plan_focused
- `~/.claude/projects/E--a327ex/memory/project_anchor_app.md` — refreshed to reflect Phase 2 Part 1 shipped state
**Outstanding for Phase A close-out (deferred to a later session):**
- Step 2e — arrow keys / Home / End / Ctrl+arrow word-wise navigation.
- Step 4 — Ctrl+B / Ctrl+I / Ctrl+E formatting hotkeys on selection. Needs run-splitting at selection boundaries.
- Action registry + keybinding map.
- Hot reload.
Approve and I'll convert the transcript, write the log, and push.
Yes.
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5)
2026-05-14T02:50:56.436Z a60c5397-63c3-4a7c-809d-126b1f9adb2f [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\a60c5397-63c3-4a7c-809d-126b1f9adb2f.jsonl
2026-05-14T02:25:44.951Z cb6890c3-baef-4f6c-94cf-fa02c7da537f [claude]
C:\Users\adn\.claude\projects\E--a327ex\cb6890c3-baef-4f6c-94cf-fa02c7da537f.jsonl
2026-05-14T00:35:56.953Z 6d166688-839b-42c3-a9fe-7804ecedde9f [claude]
C:\Users\adn\.claude\projects\E--a327ex\6d166688-839b-42c3-a9fe-7804ecedde9f.jsonl
2026-05-13T01:52:12.000Z b0fa48ef-6159-4da8-ba21-f6f2b1907f47 [claude]
C:\Users\adn\.claude\projects\E--a327ex\b0fa48ef-6159-4da8-ba21-f6f2b1907f47.jsonl
2026-05-12T23:25:33.171Z 075f3871-f99f-40c7-80fd-4c700a62a237 [claude]
C:\Users\adn\.claude\projects\E--a327ex\075f3871-f99f-40c7-80fd-4c700a62a237.jsonl
Bash (date "+%Y-%m-%d %H:%M:%S")
2026-05-13 23:51:11