Add comprehensive Canvas guide and refactor documentation
- Introduced a new `CANVAS_GUIDE.md` file detailing the Canvas system, including core concepts, usage patterns, and features such as tile painting, selection, and custom overlays. - Created `CANVAS_REFACTORING_STATUS.md` to summarize the current state of refactoring efforts, including completed tasks and outstanding issues. - Enhanced `overworld_editor` functionality by implementing critical fixes for rectangle selection and painting, ensuring proper handling of large map boundaries. - Updated `canvas_utils.h` to include configuration options for rectangle clamping, preventing wrapping issues during tile selection. - Refactored `canvas.cc` and `canvas.h` to improve method signatures and documentation, facilitating better understanding and usage of the Canvas API. - Improved overall documentation structure for clarity and ease of access, consolidating multiple files into focused references.
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# Canvas Refactoring - Current Status & Future Work
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## ✅ Successfully Completed
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### 1. Modern ImGui-Style Interface (Working)
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**Added Methods**:
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```cpp
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void Canvas::Begin(ImVec2 size = {0, 0}); // Replaces DrawBackground + DrawContextMenu
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void Canvas::End(); // Replaces DrawGrid + DrawOverlay
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```
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**RAII Wrapper**:
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```cpp
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class ScopedCanvas {
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ScopedCanvas(const std::string& id, ImVec2 size = {});
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~ScopedCanvas(); // Automatic End()
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};
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```
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**Usage**:
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```cpp
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// Modern pattern (cleaner, exception-safe)
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gui::ScopedCanvas canvas("Editor", ImVec2(512, 512));
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canvas->DrawBitmap(bitmap);
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canvas->DrawTilePainter(tile, 16);
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// Legacy pattern (still works - zero breaking changes)
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canvas.DrawBackground();
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canvas.DrawContextMenu();
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canvas.DrawBitmap(bitmap);
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canvas.DrawGrid();
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canvas.DrawOverlay();
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```
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**Status**: ✅ Implemented, builds successfully, ready for adoption
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### 2. Context Menu Improvements (Working)
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**Helper Constructors**:
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```cpp
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// Simple item
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canvas.AddContextMenuItem({"Label", callback});
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// With shortcut
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canvas.AddContextMenuItem({"Label", callback, "Ctrl+X"});
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// Conditional (enabled based on state)
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canvas.AddContextMenuItem(
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Canvas::ContextMenuItem::Conditional("Action", callback, condition)
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);
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```
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**Benefits**: More concise, clearer intent
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**Status**: ✅ Implemented and working
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### 3. Optional CanvasInteractionHandler Component (Available)
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**Created**: `canvas/canvas_interaction_handler.{h,cc}` (579 lines total)
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**Purpose**: Alternative API for tile interaction (NOT integrated into main Canvas)
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**Status**: ✅ Built and available for future custom interaction logic
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### 4. Code Cleanup
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- ✅ Removed unused constants (`kBlackColor`, `kOutlineRect`)
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- ✅ Improved inline documentation
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- ✅ Better code organization
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## ⚠️ Outstanding Issue: Rectangle Selection Wrapping
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### The Problem
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When dragging a multi-tile rectangle selection near 512x512 local map boundaries in large maps, tiles still paint in the wrong location (wrap to left side of map).
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### What Was Attempted
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**Attempt 1**: Clamp preview position in `DrawBitmapGroup()`
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- ✅ Prevents visual wrapping in preview
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- ❌ Doesn't fix actual painting location
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**Attempt 2**: Pre-compute tile IDs in `selected_tile16_ids_`
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- ✅ Tile IDs stored correctly
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- ❌ Still paints in wrong location
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**Attempt 3**: Clamp mouse position before grid alignment
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- ✅ Smoother preview dragging
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- ❌ Painting still wraps
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### Root Cause Analysis
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The issue involves complex interaction between:
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1. **Original Selection** (`DrawSelectRect`):
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- Right-click drag creates selection
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- `selected_tiles_` = coordinates from original location
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- `selected_points_` = rectangle bounds
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2. **Preview While Dragging** (`DrawBitmapGroup`):
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- Repositions rectangle to follow mouse
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- Clamps to stay within 512x512 boundary
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- Updates `selected_points_` to clamped position
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- Shows tile IDs from `selected_tile16_ids_`
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3. **Painting** (`CheckForOverworldEdits`):
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- Uses `selected_points_` for NEW location
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- Uses `selected_tile16_ids_` for tile data
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- Loops through NEW coordinates
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- Index `i` increments through loop
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**The Mismatch**:
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- If clamped preview has fewer tiles than original selection
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- Loop creates fewer positions than `selected_tile16_ids_.size()`
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- Index goes out of sync
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- OR: Loop positions don't match the coordinate calculation
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### Suspected Issue
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The problem likely lies in how `index_x` and `index_y` are calculated in the painting loop:
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```cpp
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// Current calculation (line 961-970 in overworld_editor.cc):
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int local_map_x = x / local_map_size;
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int local_map_y = y / local_map_size;
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int tile16_x = (x % local_map_size) / kTile16Size;
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int tile16_y = (y % local_map_size) / kTile16Size;
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int index_x = local_map_x * tiles_per_local_map + tile16_x;
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int index_y = local_map_y * tiles_per_local_map + tile16_y;
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// This calculation assumes x,y are in WORLD coordinates (0-4096)
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// But if the clamped rectangle spans boundaries differently...
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```
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### What Needs Investigation
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1. **Coordinate space mismatch**: Are x,y in the painting loop using the right coordinate system?
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2. **Index calculation**: Does `index_x/index_y` correctly map to the world array?
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3. **Boundary conditions**: What happens when clamped rectangle is smaller than original?
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4. **World array structure**: Is `selected_world[index_x][index_y]` the right indexing?
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### Debugging Steps for Future Agent
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```cpp
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// Add logging to CheckForOverworldEdits painting loop:
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util::logf("Painting: i=%d, x=%d, y=%d, local_map=(%d,%d), tile16=(%d,%d), index=(%d,%d), tile_id=%d",
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i, x, y, local_map_x, local_map_y, tile16_x, tile16_y,
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index_x, index_y, selected_tile16_ids_[i]);
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// Compare with original selection:
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util::logf("Original: selected_tiles_[%d] = (%.0f, %.0f)",
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i, selected_tiles_[i].x, selected_tiles_[i].y);
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// Check array bounds:
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util::logf("World array: selected_world[%d][%d], bounds: 0x200 x 0x200",
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index_x, index_y);
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```
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### Possible Fixes to Try
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**Option A**: Don't allow dragging across local map boundaries at all
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```cpp
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// In DrawBitmapGroup, keep rectangle at original position if it would cross
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if (would_cross_boundary) {
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return; // Don't update selected_points_
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}
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```
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**Option B**: Recalculate selected_tiles_ when clamped
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```cpp
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// When clamping occurs, regenerate selected_tiles_ for new position
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// This keeps original selection data synchronized with new position
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```
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**Option C**: Use different approach for rectangle painting
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```cpp
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// Instead of iterating x,y coordinates and indexing array,
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// Iterate through selected_tile16_ids_ and calculate x,y from index
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for (int i = 0; i < selected_tile16_ids_.size(); ++i) {
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int rel_x = i % rect_width;
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int rel_y = i / rect_width;
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int abs_x = start_x + (rel_x * kTile16Size);
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int abs_y = start_y + (rel_y * kTile16Size);
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// Paint selected_tile16_ids_[i] at (abs_x, abs_y)
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}
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```
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## 🔧 Files Modified
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### Core Canvas
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- `src/app/gui/canvas.h` - Begin/End, ScopedCanvas, context menu helpers, clamping control
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- `src/app/gui/canvas.cc` - Implementation, preview clamping logic
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- `src/app/gui/canvas_utils.h` - Added `clamp_rect_to_local_maps` config
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- `src/app/gui/gui.cmake` - Added canvas_interaction_handler.cc
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### Overworld Editor
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- `src/app/editor/overworld/overworld_editor.h` - Added `selected_tile16_ids_` member
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- `src/app/editor/overworld/overworld_editor.cc` - Use member variable for tile IDs
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### Components Created
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- `src/app/gui/canvas/canvas_interaction_handler.h` (209 lines)
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- `src/app/gui/canvas/canvas_interaction_handler.cc` (370 lines)
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## 📚 Documentation (Consolidated)
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**Final Structure** (3 files):
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1. **`CANVAS_GUIDE.md`** - Complete reference guide
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2. **`canvas_refactoring_summary.md`** - Phase 1 background
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3. **`CANVAS_REFACTORING_STATUS.md`** - This file
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**Removed**: 10+ outdated/duplicate/incorrect planning documents
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## 🎯 Future Refactoring Steps
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### Priority 1: Fix Rectangle Wrapping (High)
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**Issue**: Rectangle selection still wraps when dragged to boundaries
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**Investigation needed**:
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1. Add detailed logging to painting loop
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2. Verify coordinate space (canvas vs world vs tile)
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3. Check world array indexing logic
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4. Compare clamped vs original rectangle sizes
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**Possible approach**: See "Possible Fixes to Try" section above
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### Priority 2: Extract Coordinate Conversion Helpers (Low Impact)
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**Pattern found**: Repeated coordinate calculations across overworld editor
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```cpp
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// Extract to helpers:
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int GetMapIdFromPosition(ImVec2 world_pos, int current_world) const;
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ImVec2 WorldToCanvasCoords(ImVec2 world_pos) const;
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ImVec2 CanvasToWorldCoords(ImVec2 canvas_pos) const;
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ImVec2 WorldToTileCoords(ImVec2 world_pos) const;
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```
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**Benefit**: Clearer code, less duplication, easier to debug
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### Priority 3: Move Components to canvas/ Namespace (Organizational)
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**Files to move**:
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- `gui/canvas_utils.{h,cc}` → `gui/canvas/canvas_utils.{h,cc}`
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- `gui/enhanced_palette_editor.{h,cc}` → `gui/canvas/palette_editor.{h,cc}`
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- `gui/bpp_format_ui.{h,cc}` → `gui/canvas/bpp_format_ui.{h,cc}`
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**Add compatibility shims** for old paths
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**Benefit**: Better organization, clear namespace structure
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### Priority 4: Complete Scratch Space Feature (Feature)
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**Current state**:
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- Data structures exist (`ScratchSpaceSlot`)
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- No UI implementation
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**Needed**:
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- Draw scratch canvas
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- Copy/paste between scratch and main map
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- Save/load scratch layouts
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- UI for managing 4 scratch slots
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### Priority 5: Simplify Canvas State (Refactoring)
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**Issue**: Dual state management still exists
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```cpp
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// Both config_ and legacy variables:
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CanvasConfig config_; // Modern
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bool enable_grid_; // Legacy (duplicate)
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float global_scale_; // Legacy (duplicate)
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```
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**Goal**: Eliminate legacy variables, use config_ only with property accessors
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**Requires**: Careful migration to avoid breaking changes
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## 🔍 Known Working Patterns
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### Overworld Tile Painting (Working)
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```cpp
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void CheckForOverworldEdits() {
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CheckForSelectRectangle();
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// Single tile painting - WORKS
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if (!blockset_canvas_.points().empty() &&
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!ow_map_canvas_.select_rect_active() &&
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ow_map_canvas_.DrawTilemapPainter(tile16_blockset_, current_tile16_)) {
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DrawOverworldEdits(); // Paint single tile
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}
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// Rectangle painting - BROKEN at boundaries
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if (ow_map_canvas_.select_rect_active() &&
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ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
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// Paint rectangle - wrapping issue here
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}
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}
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```
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### Blockset Selection (Working)
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```cpp
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blockset_canvas_.DrawTileSelector(32);
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if (!blockset_canvas_.points().empty() &&
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ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
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// Get tile from blockset - WORKS
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current_tile16_ = CalculateTileId();
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}
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```
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### Manual Overlay Highlighting (Working)
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```cpp
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// Set custom highlight box
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blockset_canvas_.mutable_points()->clear();
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blockset_canvas_.mutable_points()->push_back(ImVec2(x, y));
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blockset_canvas_.mutable_points()->push_back(ImVec2(x + w, y + h));
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// Renders as white outline in DrawOverlay()
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```
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## 🎓 Lessons Learned
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### What Worked
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1. ✅ **Additive changes** - Begin/End alongside legacy (no breakage)
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2. ✅ **Optional components** - CanvasInteractionHandler available when needed
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3. ✅ **Configurable behavior** - Easy revert options
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4. ✅ **Helper constructors** - Simpler API without breaking changes
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### What Didn't Work
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1. ❌ **Delegating tile methods** - Broke subtle state management
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2. ❌ **Replacing points management** - points_ manipulation is intentional
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3. ❌ **Simple clamping** - Rectangle painting has complex coordinate logic
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### Key Insights
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1. **Test runtime behavior** - Build success ≠ correct behavior
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2. **Understand before refactoring** - Complex interactions need investigation
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3. **Preserve working code** - If it works, keep original implementation
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4. **Add, don't replace** - New patterns alongside old
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## 📋 For Future Agent
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### Immediate Task: Fix Rectangle Wrapping
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**Symptoms**:
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- Single tile painting: ✅ Works at all boundaries
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- Rectangle selection preview: ✅ Clamps correctly
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- Rectangle painting: ❌ Paints in wrong location near boundaries
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**Debugging approach**:
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1. Add logging to `CheckForOverworldEdits()` painting loop
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2. Log: i, x, y, local_map_x/y, tile16_x/y, index_x/y, tile16_id
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3. Compare with expected values
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4. Check if world array indexing is correct
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5. Verify clamped rectangle size matches original selection size
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**Files to investigate**:
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- `overworld_editor.cc::CheckForOverworldEdits()` (lines 917-1013)
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- `overworld_editor.cc::CheckForSelectRectangle()` (lines 1016-1046)
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- `canvas.cc::DrawBitmapGroup()` (lines 1155-1314)
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- `canvas.cc::DrawSelectRect()` (lines 957-1064)
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**Key question**: Why does single tile painting work but rectangle doesn't?
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### Medium Term: Namespace Organization
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Move all canvas components to `canvas/` namespace:
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```
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gui/canvas/
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├── canvas_utils.{h,cc} // Move from gui/
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├── palette_editor.{h,cc} // Rename from enhanced_palette_editor
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├── bpp_format_ui.{h,cc} // Move from gui/
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├── canvas_interaction_handler.{h,cc} // Already here
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├── canvas_modals.{h,cc} // Already here
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├── canvas_context_menu.{h,cc} // Already here
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├── canvas_usage_tracker.{h,cc} // Already here
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└── canvas_performance_integration.{h,cc} // Already here
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```
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Add compatibility shims for old paths.
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### Long Term: State Management Simplification
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**Current issue**: Dual state management
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```cpp
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CanvasConfig config_; // Modern
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bool enable_grid_; // Legacy (duplicate)
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float global_scale_; // Legacy (duplicate)
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// ... more duplicates
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```
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**Goal**: Single source of truth
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```cpp
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CanvasConfig config_; // Only source
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bool enable_grid() const { return config_.enable_grid; } // Accessor
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void SetEnableGrid(bool v) { config_.enable_grid = v; }
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```
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**Requires**: Careful migration, test all editors
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### Stretch Goals: Enhanced Features
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1. **Scratch Space UI** - Complete the scratch canvas implementation
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2. **Undo/Redo** - Integrate with canvas operations
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3. **Keyboard shortcuts** - Add to context menu items
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4. **Multi-layer rendering** - Support sprite overlays
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## 📊 Current Metrics
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| Metric | Value |
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|--------|-------|
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| Canvas.h | 579 lines |
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| Canvas.cc | 1873 lines |
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| Components | 6 in canvas/ namespace |
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| Documentation | 3 focused files |
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| Build status | ✅ Compiles |
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| Breaking changes | 0 |
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| Modern patterns | Available but optional |
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## 🔑 Key Files Reference
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### Core Canvas
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- `src/app/gui/canvas.h` - Main class definition
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- `src/app/gui/canvas.cc` - Implementation
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### Canvas Components
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- `src/app/gui/canvas/canvas_interaction_handler.{h,cc}` - Optional interaction API
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- `src/app/gui/canvas/canvas_modals.{h,cc}` - Modal dialogs
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- `src/app/gui/canvas/canvas_context_menu.{h,cc}` - Context menu system
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- `src/app/gui/canvas/canvas_usage_tracker.{h,cc}` - Usage analytics
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- `src/app/gui/canvas/canvas_performance_integration.{h,cc}` - Performance monitoring
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||||
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### Utilities
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- `src/app/gui/canvas_utils.{h,cc}` - Helper functions (TODO: move to canvas/)
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### Major Consumers
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- `src/app/editor/overworld/overworld_editor.{h,cc}` - Primary user, complex interactions
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- `src/app/editor/overworld/tile16_editor.{h,cc}` - Blockset editing
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- `src/app/editor/graphics/graphics_editor.{h,cc}` - Graphics sheet editing
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||||
- `src/app/editor/dungeon/dungeon_editor.{h,cc}` - Dungeon room editing
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## 🎯 Recommended Next Steps
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### Step 1: Fix Rectangle Wrapping Bug (Critical)
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**Action**: Debug the coordinate calculation in painting loop
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**Time**: 2-4 hours
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**Risk**: Medium (affects core functionality)
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||||
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||||
**Approach**:
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||||
1. Add comprehensive logging
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||||
2. Test with specific scenario (e.g., select at x=300-700, drag to x=400-800 in large map)
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||||
3. Compare logged values with expected
|
||||
4. Identify where coordinate calculation goes wrong
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||||
5. Apply surgical fix
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||||
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### Step 2: Test All Editors (Verification)
|
||||
|
||||
**Action**: Manual testing of all Canvas usage
|
||||
**Time**: 1-2 hours
|
||||
**Risk**: Low (just testing)
|
||||
|
||||
**Test cases**:
|
||||
- Overworld: Tile painting, rectangle selection, large maps
|
||||
- Tile16: Blockset selection, tile editing
|
||||
- Graphics: Sheet display, tile selection
|
||||
- Dungeon: Room canvas
|
||||
|
||||
### Step 3: Adopt Modern Patterns (Optional)
|
||||
|
||||
**Action**: Use Begin/End or ScopedCanvas in new features
|
||||
**Time**: Ongoing
|
||||
**Risk**: Zero (additive only)
|
||||
|
||||
**Benefits**: Cleaner code, exception safety
|
||||
|
||||
## 📖 Documentation
|
||||
|
||||
### Read This
|
||||
- **`CANVAS_GUIDE.md`** - Complete feature reference and API documentation
|
||||
- **`CANVAS_REFACTORING_STATUS.md`** - This file (current status)
|
||||
|
||||
### Background (Optional)
|
||||
- `canvas_refactoring_summary.md` - Phase 1 (sizing improvements)
|
||||
- `canvas_refactoring_summary_phase2.md` - What we tried and learned
|
||||
|
||||
## 💡 Quick Reference
|
||||
|
||||
### Modern Usage
|
||||
```cpp
|
||||
canvas.Begin();
|
||||
canvas.DrawBitmap(bitmap);
|
||||
canvas.End();
|
||||
```
|
||||
|
||||
### Legacy Usage (Still Works)
|
||||
```cpp
|
||||
canvas.DrawBackground();
|
||||
canvas.DrawBitmap(bitmap);
|
||||
canvas.DrawGrid();
|
||||
canvas.DrawOverlay();
|
||||
```
|
||||
|
||||
### Revert Clamping
|
||||
```cpp
|
||||
canvas.SetClampRectToLocalMaps(false);
|
||||
```
|
||||
|
||||
### Add Context Menu
|
||||
```cpp
|
||||
canvas.AddContextMenuItem({"Action", callback, "Shortcut"});
|
||||
```
|
||||
|
||||
## ✅ Current Status
|
||||
|
||||
**Build**: ✅ Compiles without errors
|
||||
**Functionality**: ✅ Most features working
|
||||
**Known issue**: ⚠️ Rectangle wrapping at boundaries
|
||||
**Modern API**: ✅ Available and working
|
||||
**Documentation**: ✅ Consolidated and clear
|
||||
|
||||
**Ready for**: Debugging the rectangle wrapping issue
|
||||
|
||||
---
|
||||
|
||||
**For Future Agent**: Start by investigating the coordinate calculation in the painting loop. Add logging, test specific scenarios, and compare actual vs expected values. The fix is likely a small coordinate space conversion issue.
|
||||
Reference in New Issue
Block a user