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codex exec --model gpt-5.4 --reasoning high "Execute BUILD PR 10.6S from docs/pr/BUILD_PR_LEVEL_10_6S_TOOL_UI_GAP_CLOSURE.md. Follow PROJECT_INSTRUCTIONS.md exactly. Fix only the PR 10.6R tool UI readiness gaps. Produce required reports under docs/dev/reports. Do not add fallback data, do not hardcode paths, and do not rewrite roadmap text except status markers if execution-backed."
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codex exec --model gpt-5.4 --reasoning high "Read docs/pr/BUILD_PR_LEVEL_10_6T_VECTOR_TOOL_UI_STATE_FINALIZATION.md and implement only the requested Vector Asset Studio and Vector Map Editor UI-state fixes. Preserve manifest-driven data flow, do not add fallback/demo data, do not hardcode sample paths, and produce the required report. Run npm run test:launch-smoke:games and npm run test:sample-standalone:data-flow. Create a repo-structured ZIP at tmp/PR_10_6T.zip containing changed files and reports."
Implemented minimal readiness-state fixes for preset and SVG load paths:
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- Added `bindPaintAndStrokeFromLoadedData()` and invoked it after SVG/preset loads to bind paint/stroke from loaded element colors, used colors, and loaded palette entries.
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- Updated palette target controls to stay disabled until canonical palette selection and palette entries are both present.
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- Kept disabled state only for missing dependencies; no fallback/demo palette data or hardcoded sample paths added.
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- Updated diagnostics control IDs to required contract IDs.
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Expected diagnostic readiness after valid sample load:
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-`palette-swatches` -> `success`
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-`used-colors` -> `success`
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-`paint-control` -> `success`
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-`stroke-control` -> `success`
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### Vector Map Editor
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Implemented minimal load-time UI-state fixes:
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- Added `selectFirstObjectWhenUnselected()` and invoked it after data loads from:
- No automated assertion currently verifies exact UI clickability state for every Vector Asset Studio button in browser DOM after load.
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- No automated assertion currently verifies visual list highlight class and status text content for Vector Map Editor selection; behavior is implemented and covered by load-flow diagnostics and smoke/data-flow pass.
Close the remaining Vector tool UI readiness failures found after PR 10.6S.
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## Scope
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One PR purpose only: finalize Vector Asset Studio and Vector Map Editor UI control readiness after data load.
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## User UAT Evidence
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- Vector Asset Studio: samples 1215, 1216, 1217 show vector content, but palette + paint + stroke controls are not working. Swatches and used colors appear grayed out.
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- Vector Map Editor: objects are loaded, but canvas initially appears empty until the first object is manually selected. The tool should default-select the first object and clearly indicate the selected object.
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## Required Fixes
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### 1. Vector Asset Studio
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Codex must inspect the actual Vector Asset Studio controls and data flow, then fix the smallest required code path so:
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- palette controls enable only after canonical palette data is loaded and valid
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- swatches are populated and interactive when palette data exists
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- used colors are populated and interactive when asset colors exist
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- paint/fill control is enabled and bound to the selected vector element or current paint target
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- stroke control is enabled and bound to the selected vector element or current stroke target
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- disabled/gray state is only used when a required dependency is truly missing
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- no hidden fallback palette or hardcoded default palette is introduced
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- no broad refactor or unrelated tool changes
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Required diagnostics after fix:
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```text
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[tool-ui:control-ready]
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toolId: vector-asset-studio
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controlId: palette-swatches
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classification: success
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```
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```text
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[tool-ui:control-ready]
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toolId: vector-asset-studio
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controlId: used-colors
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classification: success
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```
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```text
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[tool-ui:control-ready]
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toolId: vector-asset-studio
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controlId: paint-control
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classification: success
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```
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```text
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[tool-ui:control-ready]
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toolId: vector-asset-studio
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controlId: stroke-control
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classification: success
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```
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### 2. Vector Map Editor
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Codex must inspect the actual Vector Map Editor object/canvas state, then fix the smallest required code path so:
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- when objects are loaded and no object is selected, the first valid object is selected automatically
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- the selected object is rendered on the canvas immediately after load
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- the object list visibly marks the selected object
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- the selected object detail/status panel identifies the selected object
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- changing selection updates canvas and selected-object indication
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- if no objects exist, show a safe empty state instead of fake/default objects
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- no broad refactor or unrelated tool changes
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Required diagnostics after fix:
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```text
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[tool-ui:control-ready]
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toolId: vector-map-editor
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controlId: object-list
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classification: success
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```
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```text
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[tool-ui:control-ready]
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toolId: vector-map-editor
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controlId: selected-object
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classification: success
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```
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```text
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[tool-ui:control-ready]
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toolId: vector-map-editor
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controlId: canvas-render
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classification: success
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```
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## Acceptance Tests
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Run:
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```powershell
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npm run test:launch-smoke:games
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npm run test:sample-standalone:data-flow
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```
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Manual smoke checks:
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```text
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samples 1215, 1216, 1217:
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- Vector Asset Studio renders vector content
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- palette swatches are not grayed out when palette exists
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- used colors are not grayed out when asset colors exist
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- paint and stroke controls work
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```
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```text
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Vector Map Editor:
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- objects are visible in object list
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- first object is selected by default
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- canvas renders selected object immediately
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- selected object is visually indicated in list/status/details
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