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Merge pull request #1641 from bilawalsidhu/sameh/draw-shape
Applications can take the pointer for their own tool
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@@ -2,6 +2,10 @@
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## [Unreleased]
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- An application's own tool can take the pointer as Draw does, and its click
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handlers can yield while a tool holds it, as the layers' do (`pointer` from
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`createApplicationTools`) (samehkhamis, #1641).
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## [0.3.0] — 2026-10-27 — Street Level, On Your Phone, in Your Language
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- Show a Street Level view facing 359.5° or more as 0°. The viewer caption
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@@ -6351,6 +6351,7 @@ request viewbox and continues searching without that geographic preference.
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- UTILITIES ▸ **Draw** turns the globe into a whiteboard drawn by hand. Pick a shape (icon buttons for Area, Line and Pin) and a colour swatch for the next shape, click the vertices on the real world, and finish. **Keyboard contract, live only while Draw is on and never while you are typing in another field:** Enter finishes the shape (as does a double-click, and the two cannot both submit it — the session is replaced before the annotate call is awaited); Backspace removes the last vertex; Esc cancels the shape in progress, and a second Esc — Esc on an empty session — leaves draw mode. **Clear** wipes the board (the shape in progress and every placed mark), so removing marks does not require the console or the microphone.
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- **Drawn shapes are listed under Draw like Import's files** (`src/ui/views/panels/DrawMarkList.vue`, rows worded by `presentDrawMarks` in `src/annotations/drawMarks.js`): one row per hand-drawn mark (`manual: true`; voice marks are not listed) with its colour swatch, its name, and show/hide, fly-to and remove. The draw tool publishes the rows with the rest of its controls and answers the row actions (`renameDrawMark`, `recolorDrawMark`, `toggleDrawMark`, `flyToDrawMark`, `removeDrawMark`) through the display store; it republishes on the engine's `onChange`, so a voice clear or an expiry updates the list. Rows are keyed and updated in place: a board change never takes a name being typed (the field keeps its draft while focused) or the button under a click. The name is saved on Enter or on leaving the field, once; Esc restores it, before anything else and with the row's colours open too. Both keep focus in the field, so neither drops it to the page or leaves Draw. The swatch opens the five colours right after it (shown at the end of the row), with the current colour focused; the arrows, Home and End try another, and a click or Esc closes them and returns focus to the swatch. Both colour groups (the next shape's and a row's) are one `DrawSwatches` radio group with a single tab stop, coloured from `DRAW_COLOR_CSS`; on touch screens each dot answers a 24 px target. An unnamed shape shows its kind, and an unnamed line its length; a renamed line keeps its length (`Ridge walk — 950 m`). **Hidden** keeps a mark on the board at alpha 0, and the world renderer takes every one of its entities out (`show = false`), so no material that keeps its own colour (the line's flowing stroke) still paints it; the screen renderer does not project a hidden callout, so it cannot push a visible label aside; `fly_route` skips a hidden route; and with every mark hidden the annotations render hold is released. **Fly to** is an immediate navigation (`runImmediateNavigation('drawing', …)`), like Import's: Cockpit refuses it and a running orbit, follow or track lets go first. A line is framed by its whole path, across the antimeridian too.
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- Runtime entry: `createApplicationTools` (`src/app/tools.js`, behind the `src/standalone/tools.js` shim) calls `initDrawTool({ viewer, annotations, navigation, publish, connect, markActions })` after `initAnnotations` and defers its `destroy()`, so disposing the shell returns every DOM listener, the Cesium handler, the preview data source, the borrowed click actions and the `window.__gevDrawTool` handle. Its controls are Vue views in the UTILITIES panel (`DrawControls.vue`, `DrawMarkList.vue`) that render what the tool publishes to the display store and call its actions. That handle (`setActive`, `setShape`, `addVertex(lon, lat)`, `finish`, `cancel`, `clearAll`, `marks`, `setColor`, `diagnostics`) is the no-mouse test seam.
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- **The pointer, for an application's own tool.** `createApplicationTools` also returns `pointer` (`data/inputOwnership.js`): `claim(owner)` takes the pointer as Draw does and returns its lease, or `null` while another tool holds it; `release(lease)` gives it back; `isFree()` lets the application's own click handlers yield, as the layers' do. An owner without a name in `pointerOwnerNames.js` is named by its id when another tool reports who holds the pointer.
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- **Row actions are an application's own.** `createApplicationTools({ drawMarkActions })` hands `initDrawTool` buttons for drawn areas' and lines' rows; the standalone shell passes none, so the open-source build shows no new button and makes no new request. Each action (`drawMarkActions` in `src/annotations/drawMarks.js`) is `{ id, icon, label(name), shapes: ['area', 'line'], accepts?(geometry, shape), run({ id, shape, name, title, geometry }) }`: the icon a Material Symbols name, the label worded by the application, `name` the person's own and `title` the row's (the name, else `Area` or `Line · 950 m`), the geometry `drawMarkGeometry`'s `[lon, lat]` `Polygon` (closed; a `MultiPolygon` for an area handle with several parts) or `LineString`, longitudes wrapped into [-180, 180]. A pin, and a shape that crosses the antimeridian or has a part that cannot be given whole, has no geometry and is offered nothing. Malformed actions and repeated ids are dropped once, at construction. What `run` returns or resolves to is a note under the row (`role=status`; past 200 characters it is cut at a word with an ellipsis); the row is busy (`aria-disabled`, no second press) until it settles, a rejection or a throw clears the note and is logged (so an action words its own refusals and resolves with them), and a shape's note goes with the shape, so a late answer never lands on a removed one.
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- Contract: a finished shape is submitted through the SAME `annotationEngine.annotate()` the voice agent uses, with geometry supplied and `manual: true` (`type: area` + `ring`, `type: route` + `path`, `type: pin` + coordinates). `resolveSpec` short-circuits manual specs (`resolveManualSpec`) so no geocoder, Places or Overpass call is made. A drawn area is a real (not synthesized) outline and drapes solid; a drawn line is a `route` with `mode: 'manual'`, labelled with its length and never a travel time; a pin is a point. Drawn marks therefore render with the whiteboard look, persist, appear in `.list()`, and clear with `clear_annotations` / `.clear()`. A drawn shape is never merged with another as a duplicate: every one is drawn on purpose, and every one is unnamed until its row names it, so two pins dropped close together are two pins.
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- **A vertex is a lon/lat, and the mark is DRAPED.** Clicks are picked through `pickWorldFromScreen` — one of two scene helpers the annotation resolver factory (`src/annotations/resolver.js`) exposes alongside `sampleGroundHeight`, so the app has ONE depth-aware pick cascade rather than a second written beside it — which returns the height the pick landed on as well as the coordinate, so the live preview hangs on the roof or hillside under the pointer instead of sinking to sea level. The world renderer draws areas and routes with `clampToGround`, so the height is dropped at finish in one place (`finishSpec`) rather than being carried downstream and discarded silently: what you get is the outline you drew, lying on the surface beneath it.
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+18
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@@ -1,6 +1,11 @@
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import { SceneDirector } from '../scenes/director.js';
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import { initAnnotations } from '../annotations/index.js';
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import { initDrawTool } from '../annotations/drawTool.js';
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import {
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claimPointer,
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isPointerFree,
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releasePointer,
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} from '../data/inputOwnership.js';
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import { initGeoFileImport } from '../ui/geoFileImport.js';
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import { useDisplayStore } from '../ui/stores/display.js';
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import { applicationPinia } from '../ui/vueRuntime.js';
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@@ -245,5 +250,17 @@ export function createApplicationTools({
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signal,
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}),
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);
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return { sceneDirector, annotations, voiceCommands };
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// An application's own tool takes the pointer as Draw does, and its own
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// click handlers yield while a tool holds it, as the layers' do
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// (data/inputOwnership.js).
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return {
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sceneDirector,
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annotations,
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voiceCommands,
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pointer: {
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claim: claimPointer,
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release: releasePointer,
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isFree: isPointerFree,
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},
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};
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}
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