eeiv: Add drag & drop of images and folders. Added small welcome screen.
eterm: Detect windows below the default width and height and resize the window to fix the screen.
ecode image viewing will not auto-scale images to the pixel density.
eeiv: Modernizing eeiv to use eepp GUI, already working just like before, there are probably a few things to fix.
- support runtime locator provider registration and removal
- filter snippets with workspace-relative include/exclude globs
- add the remaining VS Code-compatible snippet variables
- support camelcase, pascalcase, snakecase, and kebabcase modifiers
- reuse the existing insertion flow for locator-selected snippets
- expand snippet parser and store test coverage
- update the implementation plan and C/C++ example snippets
Refs: SpartanJ/ecode#111
Fix:
- User fallback now uses "user-fallback-font".
- Built-in CJK and custom fallback fonts remain registered together.
- Added and passed a regression test verifying both fallback resources remain in the chain.
Fixes in premake5.lua:
- Removed obsolete PRECISE_F32=1; Wasm already provides precise float behavior.
- Moved ENVIRONMENT=worker,web to final application link options.
Fixed MarkdownView not getting the correct CSS style from the base theme.
- migrate themes, skins, icons, shaders, and shader programs to resource handles
- make UIThemeManager scene-owned and publish resources through scopes and catalogs
- retain shaders through their programs and expose non-owning GPU registries
- replace FrameBuffer and VertexBuffer factory ownership with unique pointers
- migrate engine, UI, tools, examples, tests, and eterm to the new ownership APIs
- remove the obsolete raw-owning ResourceManager templates
- document the completed Stage 7 architecture and remaining validation work
- add ownership, registry, and scoped shader-program coverage
- replace FontManager with per-ResourceScope FontService instances
- publish font factories into explicit or default resource scopes
- import default resources into UI scene scopes unless explicitly disabled
- keep related font faces strongly owned without hot-path weak_ptr locking
- add cached glyph advance queries without creating texture pages
- fix font picker preview ownership, cleanup, and rapid switching
- selectively evict TextLayout cache entries when referenced fonts unload
- document FontService, ResourceCatalog, and cache invalidation semantics
- migrate examples, tools, benchmarks, and tests to the scoped font API
- expand coverage for font ownership, texture release, and layout caching
- replace TextureAtlasManager and GlobalTextureAtlas with catalog-backed atlas ownership
- make TextureAtlas and TextureRegion creation return explicit resource handles
- let atlases retain their textures and regions through shared ownership
- add atlas publication, lookup, removal, and enumeration to ResourceCatalog and ResourceScope
- make TextureAtlasLoader publish atlases and regions into an explicit resource scope
- move theme atlas ownership into each theme resource catalog
- migrate maps, editors, examples, and tests away from the global atlas manager
- add scope-aware Sprite pattern-loading overloads while preserving default-scope compatibility
- fix re-entrant style-state invalidation when applying styles creates new widgets
- add atlas ownership, scoped Sprite lookup, and style-state regression coverage
- update the resource ownership plan and texture atlas editor launch configuration
Rename Drawable::createInstance() to clone() and update drawable implementations,
typed helpers, consumers, tests, tools, and external modules.
Avoid retaining private icon clones for immediate single-threaded rendering in the
code editor and ecode plugins. Borrow cached per-size icon sources instead, restoring
temporary color changes after drawing, while preserving owned clones for widgets,
menus, models, and other stateful consumers.
Reduce common drawable allocation overhead by lazily creating DrawableResource
callback state, using inline callback storage and notification snapshots, and safely
supporting callback disconnection during notification.
Lazily allocate UIImage and UINodeDrawable asynchronous lifetime tokens only when
an uncached asynchronous load is actually scheduled.
Document the distinction between borrowed immediate rendering and independently
owned drawable state.
Add ResourceCatalog and ResourceScope to provide explicit strong ownership
and deterministic semantic lookup independently from the live texture
registry.
Let Engine own the global catalog and default Graphics scope, and give
each UISceneNode an isolated scope that can be explicitly shared with
other scenes.
Remove TextureFactory's strong texture retention and name/hash lookup.
The factory now observes textures weakly for identity, diagnostics, and
deferred destruction without controlling their semantic lifetime.
Migrate drawable resolution, texture atlas loading, UI image caches,
tile maps, ecode resources, and related tests to scoped lookup and
publication.
Allow final TexturePtr release from worker threads while keeping actual
texture destruction deferred to the graphics thread. Fix mismatched
pixel deallocation uncovered by asynchronous texture loading tests.
Add ownership, scope isolation, scene sharing, worker release, and
decoder allocation regression tests, and update the shared-resource
architecture plan through Stage 3.
Implement LSP snippet parsing and editing sessions with tab stops, linked placeholders, choices, variables, transforms, visual feedback, and multi-cursor insertion.
This adds snippet support for LSP completion items. User-defined snippets will be implemented separately.
Refs SpartanJ/ecode#111
- introduce process-wide ResourceId, resource handles, and shared metrics
- manage textures through factory-owned control blocks and a weak live registry
- defer final texture destruction until display-time batch work is flushed
- diagnose externally retained textures during Engine shutdown
- migrate texture identity APIs and consumers from Uint32 to ResourceId
- decouple texture memory accounting from the TextureFactory singleton
- replace UITextureViewer callbacks with generation-based weak snapshots
- remove obsolete texture context-reload APIs and loader callback registry
- add registry, identity, memory, restart, and deferred-release tests
- mark Stage 1 complete in the shared-resource architecture plan
- add explicit open, closing, and closed states to the UISceneNode async delivery queue
- reject delivery execution during shutdown and purge retained captures after scene producers join
- reopen the queue cleanly when recreating Engine state in tests
- add regressions for stale deliveries, retained captures, concurrent producers, and Engine restart
- remove the obsolete and unused FrameBuffer context-loss reload API
- simplify redundant namespace qualification in UI tests and ecode declarations
- consolidate completed resource plans into the active ownership architecture
- defer TextureLoader callback removal directly to Stage 1 live-texture observation
- document the requirement to validate legacy lifecycles and prefer removing dead mechanisms
by overwriting an occupied default shortcut, which treated user bindings like mod+d=duplicate-line-or-selection as stale
because that command is not in the default keybinding table. Now it only adds a default when the default shortcut is actually
free.
Added a regression test in src/tests/unit_tests/uicodeeditor_tests.cpp:108 covering the reported case: mod+d reassigned, then
an extra mod+e=show-markdown-preview binding exists. This was reported in SpartanJ/ecode#914.
• Implemented the splitter-level focus state cache, it will remember closed documents cursor state when reopened and it will restore cursor state per-code editor and not per-document (SpartanJ/ecode#893).
Some nits in FileSystem::fileGet, added support for case-insensitive BMH implementation.
ecode: project global search now uses mmap'ed files for big files and made several tweaks and optimizations to avoid trashing the memory allocator.
| Option | Behavior |
| --- | --- |
| **`afterActive`** | Opens immediately to the right of your currently focused tab. *(VS Code default)* |
| **`last`** | Opens at the very end of the entire tab bar, to the right of all open tabs. |
| **`first`** | Opens at the very beginning of the tab bar, to the far left. |
| **`leftOfActive`** | Opens immediately to the left of your currently focused tab. |
Fix: Ctrl+W does not close the tab in Build Settings: Added Event::OnFocusWithin so the tab widget registers that event to setCurrenWidget in UICodeEditorSplitter.