SceneControls no longer takes element handles or writes the Scene panel's
button states, PLAY label, status line, progress bar or runtime chip: it
presents them to the gev-scenes store, and the panel's buttons, scene
select and IMPORT chooser call its actions there. The chooser opens only
while an owner presents the panel and is cleared once its import settles.
On destroy the panel keeps its last status and buttons, without shots or
the runtime chip, as before.
createSceneDialog keeps its builder but publishes the dialog's lines,
fields, buttons and status to a scene sharing store; SceneDialog.vue,
teleported to the body from the scene panels view, draws the same modal
with the same styles and opens it with Cancel focused. The EDIT DETAILS /
SHARE SCENE bar is drawn by that view while sharing offers it. The status
directive is shared with Provider Settings, and the two QA scripts that
drove the old DOM read the new dialog.
Re-apply the published scene to the select after every option render, as the imperative renderer did. The scene and visual-input QA scripts click a held shot label after disposal and wait a frame for the bloom row.
A failed assert.equal or deepEqual prints both operands, and a happy-dom
node reaches the whole page and window: printing one exhausted memory and
took the machine down. assertSameNode() compares identity and fails with
a short description of each node; every node comparison in the happy-dom
tests uses it.
SceneShotList and SceneOptions render the project from a gev-scenes
store instead of scenePresentation building rows with createElement.
SceneControls stays the owner: it publishes the director's state and
attaches the row actions, and a late destroy cannot detach a newer
owner. Rows keep their identity across selection; a rename keeps its
typed text across republishing and ends with its row. The select still
changes its choice only when its options are rendered.
Vue keeps whitespace in every component, so Prettier formats single-file
components with strict whitespace sensitivity, and the test loader parses
templates with the same options as the browser build. The i18n check
reads view text without its interpolations, whose t() calls are scanned
with the sources.
- PLAY and NEXT continue into the following scenes, so they stay
enabled while any scene in the project has a shot, not only the
selected one.
- Renaming a shot drops the number and ellipsis so the editor is no
longer hidden; qa-scene-controls checks a long rename stays visible.
- PLAY, NEXT, EDIT DETAILS and SHARE SCENE tooltips describe what the
buttons do, translated in every shipped language.
- The primary actions and the file row keep a hover state.
- Docs: the EXPORT rename in DIRECTOR-SHARING and the playback button
states in CURRENT-STATE are accurate.
- Test the voice "authoring" alias through set_panel_open.
- Keep the documented 72px / flex-grow 1 action sizing and the 360px
panel width; the larger type applies to the Authoring panel only, so
CCTV and Street Level buttons are unchanged.
- Scope the primary and file-row styles to the panel so Cyber's shared
button surface no longer overrides them.
- Shorten the scene PLAY in Spanish and Russian so it does not break
mid-word, and fix two translation inconsistencies.
- Map the spoken name "authoring" to the panel.
- Clear the has-shots marker when the controls are destroyed.
- Test the idle button states through published changes, the PLAY
translation context, and where the sharing row is placed.
The panel reads AUTHORING and groups its controls under SCENE, SHOTS,
PREVIEW and SAVE & SHARE headings, with the EDIT DETAILS / SHARE SCENE
row moved beside EXPORT / IMPORT. Text is larger with more contrast,
shots are numbered, every action has a tooltip and the status line is a
live region. Outside playback, buttons that would do nothing are
disabled. New labels are translated in every shipped language; PLAY
uses its own catalog context apart from the radio's PLAY.