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Created January 11, 2026 18:34
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# Solve.mjs Log - 2026-01-11T18:23:13.702Z
[2026-01-11T18:23:13.702Z] [INFO] πŸ“ Log file: /home/hive/solve-2026-01-11T18-23-13-701Z.log
[2026-01-11T18:23:13.703Z] [INFO] (All output will be logged here)
[2026-01-11T18:23:14.132Z] [INFO]
[2026-01-11T18:23:14.132Z] [INFO] πŸš€ solve v1.2.7
[2026-01-11T18:23:14.132Z] [INFO] πŸ”§ Raw command executed:
[2026-01-11T18:23:14.133Z] [INFO] /home/hive/.nvm/versions/node/v20.19.6/bin/node /home/hive/.bun/bin/solve https://github.com/VisageDvachevsky/StoryGraph/issues/527 --model sonnet --tool claude --auto-fork --verbose --attach-logs --no-auto-continue --auto-resume-on-limit-reset --prefix-fork-name-with-owner-name --prompt-playwright-mcp
[2026-01-11T18:23:14.133Z] [INFO]
[2026-01-11T18:23:14.145Z] [INFO]
[2026-01-11T18:23:14.146Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-01-11T18:23:14.146Z] [INFO]
[2026-01-11T18:23:14.146Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-01-11T18:23:14.147Z] [INFO] The log may contain sensitive information such as:
[2026-01-11T18:23:14.147Z] [INFO] β€’ API keys, tokens, or secrets
[2026-01-11T18:23:14.147Z] [INFO] β€’ File paths and directory structures
[2026-01-11T18:23:14.148Z] [INFO] β€’ Command outputs and error messages
[2026-01-11T18:23:14.148Z] [INFO] β€’ Internal system information
[2026-01-11T18:23:14.148Z] [INFO]
[2026-01-11T18:23:14.149Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-01-11T18:23:14.149Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-01-11T18:23:14.149Z] [INFO]
[2026-01-11T18:23:14.149Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-01-11T18:23:14.149Z] [INFO]
[2026-01-11T18:23:19.155Z] [INFO]
[2026-01-11T18:23:19.176Z] [INFO] πŸ’Ύ Disk space check: 40528MB available (2048MB required) βœ…
[2026-01-11T18:23:19.177Z] [INFO] 🧠 Memory check: 8638MB available, swap: 4095MB (633MB used), total: 12100MB (256MB required) βœ…
[2026-01-11T18:23:19.178Z] [INFO] πŸ” Validating Claude CLI connection...
[2026-01-11T18:23:19.946Z] [INFO] πŸ“¦ Claude CLI version: 2.1.4 (Claude Code)
[2026-01-11T18:23:25.331Z] [INFO] βœ… Claude CLI connection validated successfully
[2026-01-11T18:23:25.688Z] [INFO]
πŸ” Checking GitHub authentication and permissions...
[2026-01-11T18:23:25.993Z] [INFO] βœ… GitHub authentication: OK
[2026-01-11T18:23:25.994Z] [INFO] πŸ“‹ Token scopes: gist, read:org, repo, user, workflow
[2026-01-11T18:23:25.994Z] [INFO] βœ… All required permissions: Available
[2026-01-11T18:23:25.995Z] [INFO] πŸ“‹ URL validation:
[2026-01-11T18:23:25.995Z] [INFO] Input URL: https://github.com/VisageDvachevsky/StoryGraph/issues/527
[2026-01-11T18:23:25.995Z] [INFO] Is Issue URL: true
[2026-01-11T18:23:25.995Z] [INFO] Is PR URL: false
[2026-01-11T18:23:25.996Z] [INFO] πŸ” Checking repository access for auto-fork...
[2026-01-11T18:23:26.660Z] [INFO] Repository visibility: public
[2026-01-11T18:23:26.661Z] [INFO] βœ… Auto-fork: No write access detected, enabling fork mode
[2026-01-11T18:23:26.661Z] [INFO] βœ… Repository access check: Skipped (fork mode enabled)
[2026-01-11T18:23:26.995Z] [INFO] Repository visibility: public
[2026-01-11T18:23:26.996Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-01-11T18:23:26.996Z] [INFO] πŸ“ Issue mode: Working with issue #527
[2026-01-11T18:23:26.997Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1768155806997
[2026-01-11T18:23:26.998Z] [INFO]
🍴 Fork mode: ENABLED
[2026-01-11T18:23:26.999Z] [INFO] Checking fork status...
[2026-01-11T18:23:27.291Z] [INFO] πŸ” Detecting fork conflicts...
[2026-01-11T18:23:28.223Z] [INFO] βœ… No fork conflict: Safe to proceed
[2026-01-11T18:23:28.685Z] [INFO] βœ… Fork exists: konard/VisageDvachevsky-StoryGraph
[2026-01-11T18:23:28.686Z] [INFO] πŸ” Validating fork parent...
[2026-01-11T18:23:29.089Z] [INFO] βœ… Fork parent validated: VisageDvachevsky/StoryGraph
[2026-01-11T18:23:29.090Z] [INFO]
πŸ“₯ Cloning repository: konard/VisageDvachevsky-StoryGraph
[2026-01-11T18:23:30.768Z] [INFO] βœ… Cloned to: /tmp/gh-issue-solver-1768155806997
[2026-01-11T18:23:30.809Z] [INFO] πŸ”— Setting upstream: VisageDvachevsky/StoryGraph
[2026-01-11T18:23:30.853Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-01-11T18:23:30.853Z] [INFO] πŸ”„ Fetching upstream...
[2026-01-11T18:23:31.162Z] [INFO] βœ… Upstream fetched: Successfully
[2026-01-11T18:23:31.163Z] [INFO] πŸ”„ Syncing default branch...
[2026-01-11T18:23:31.545Z] [INFO] ℹ️ Default branch: main
[2026-01-11T18:23:31.805Z] [INFO] βœ… Default branch synced: with upstream/main
[2026-01-11T18:23:31.806Z] [INFO] πŸ”„ Pushing to fork: main branch
[2026-01-11T18:23:32.248Z] [INFO] βœ… Fork updated: Default branch pushed to fork
[2026-01-11T18:23:32.376Z] [INFO]
πŸ“Œ Default branch: main
[2026-01-11T18:23:32.428Z] [INFO]
🌿 Creating branch: issue-527-593563bfe30b from main (default)
[2026-01-11T18:23:32.483Z] [INFO] πŸ” Verifying: Branch creation...
[2026-01-11T18:23:32.527Z] [INFO] βœ… Branch created: issue-527-593563bfe30b
[2026-01-11T18:23:32.528Z] [INFO] βœ… Current branch: issue-527-593563bfe30b
[2026-01-11T18:23:32.528Z] [INFO] Branch operation: Create new branch
[2026-01-11T18:23:32.528Z] [INFO] Branch verification: Matches expected
[2026-01-11T18:23:32.531Z] [INFO]
πŸš€ Auto PR creation: ENABLED
[2026-01-11T18:23:32.531Z] [INFO] Creating: Initial commit and draft PR...
[2026-01-11T18:23:32.531Z] [INFO]
[2026-01-11T18:23:32.531Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false)
[2026-01-11T18:23:32.531Z] [INFO] πŸ“ Creating: CLAUDE.md with task details
[2026-01-11T18:23:32.532Z] [INFO] Issue URL from argv['issue-url']: https://github.com/VisageDvachevsky/StoryGraph/issues/527
[2026-01-11T18:23:32.532Z] [INFO] Issue URL from argv._[0]: undefined
[2026-01-11T18:23:32.532Z] [INFO] Final issue URL: https://github.com/VisageDvachevsky/StoryGraph/issues/527
[2026-01-11T18:23:32.532Z] [INFO] CLAUDE.md already exists, appending task info...
[2026-01-11T18:23:32.533Z] [INFO] βœ… File created: CLAUDE.md
[2026-01-11T18:23:32.533Z] [INFO] πŸ“¦ Adding file: To git staging
[2026-01-11T18:23:32.634Z] [INFO] Git status after add: M CLAUDE.md
[2026-01-11T18:23:32.635Z] [INFO] πŸ“ Creating commit: With CLAUDE.md file
[2026-01-11T18:23:32.688Z] [INFO] βœ… Commit created: Successfully with CLAUDE.md
[2026-01-11T18:23:32.688Z] [INFO] Commit output: [issue-527-593563bfe30b 3436d3b] Initial commit with task details
1 file changed, 14 insertions(+), 1 deletion(-)
[2026-01-11T18:23:32.724Z] [INFO] Commit hash: 3436d3b...
[2026-01-11T18:23:32.762Z] [INFO] Latest commit: 3436d3b Initial commit with task details
[2026-01-11T18:23:32.807Z] [INFO] Git status: clean
[2026-01-11T18:23:32.850Z] [INFO] Remotes: origin https://github.com/konard/VisageDvachevsky-StoryGraph.git (fetch)
[2026-01-11T18:23:32.898Z] [INFO] Branch info: * issue-527-593563bfe30b 3436d3b [origin/main: ahead 1] Initial commit with task details
main 817aebc [origin/main] Merge pull request #610 from konard/issue-568-697ece642d01
[2026-01-11T18:23:32.898Z] [INFO] πŸ“€ Pushing branch: To remote repository...
[2026-01-11T18:23:32.899Z] [INFO] Push command: git push -u origin issue-527-593563bfe30b
[2026-01-11T18:23:33.695Z] [INFO] Push exit code: 0
[2026-01-11T18:23:33.696Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-527-593563bfe30b' on GitHub by visiting:
remote: https://github.com/konard/VisageDvachevsky-StoryGraph/pull/new/issue-527-593563bfe30b
remote:
To https://github.com/konard/VisageDvachevsky-StoryGraph.git
* [new branch] issue-527-593563bfe30b -> issue-527-593563bfe30b
branch 'issue-527-593563bfe30b' set up to track 'origin/issue-527-593563bfe30b'.
[2026-01-11T18:23:33.696Z] [INFO] βœ… Branch pushed: Successfully to remote
[2026-01-11T18:23:33.696Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-527-593563bfe30b' on GitHub by visiting:
remote: https://github.com/konard/VisageDvachevsky-StoryGraph/pull/new/issue-527-593563bfe30b
remote:
To https://github.com/konard/VisageDvachevsky-StoryGraph.git
* [new branch] issue-527-593563bfe30b -> issue-527-593563bfe30b
branch 'issue-527-593563bfe30b' set up to track 'origin/issue-527-593563bfe30b'.
[2026-01-11T18:23:33.696Z] [INFO] Waiting for GitHub to sync...
[2026-01-11T18:23:36.150Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-01-11T18:23:36.151Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-01-11T18:23:36.466Z] [INFO] Branch verified on GitHub: issue-527-593563bfe30b
[2026-01-11T18:23:36.792Z] [INFO] Remote commit SHA: 3436d3b...
[2026-01-11T18:23:36.793Z] [INFO] πŸ“‹ Getting issue: Title from GitHub...
[2026-01-11T18:23:37.103Z] [INFO] Issue title: "[DOC] Add architecture documentation for EventBus system"
[2026-01-11T18:23:37.103Z] [INFO] πŸ‘€ Getting user: Current GitHub account...
[2026-01-11T18:23:37.601Z] [INFO] Current user: konard
[2026-01-11T18:23:37.836Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:23:37.837Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:23:37.838Z] [INFO] πŸ”„ Fetching: Latest main branch...
[2026-01-11T18:23:38.174Z] [INFO] βœ… Base updated: Fetched latest main
[2026-01-11T18:23:38.175Z] [INFO] πŸ” Checking: Commits between branches...
[2026-01-11T18:23:38.223Z] [INFO] Commits ahead of origin/main: 1
[2026-01-11T18:23:38.224Z] [INFO] βœ… Commits found: 1 commit(s) ahead
[2026-01-11T18:23:38.224Z] [INFO] πŸ”€ Creating PR: Draft pull request...
[2026-01-11T18:23:38.224Z] [INFO] 🎯 Target branch: main (default)
[2026-01-11T18:23:38.224Z] [INFO] PR Title: [WIP] [DOC] Add architecture documentation for EventBus system
[2026-01-11T18:23:38.224Z] [INFO] Base branch: main
[2026-01-11T18:23:38.224Z] [INFO] Head branch: issue-527-593563bfe30b
[2026-01-11T18:23:38.225Z] [INFO] Assignee: konard
[2026-01-11T18:23:38.226Z] [INFO] PR Body:
## πŸ€– AI-Powered Solution Draft
This pull request is being automatically generated to solve issue VisageDvachevsky/StoryGraph#527.
### πŸ“‹ Issue Reference
Fixes VisageDvachevsky/StoryGraph#527
### 🚧 Status
**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.
### πŸ“ Implementation Details
_Details will be added as the solution draft is developed..._
---
*This PR was created automatically by the AI issue solver*
[2026-01-11T18:23:38.230Z] [INFO] Command: cd "/tmp/gh-issue-solver-1768155806997" && gh pr create --draft --title "$(cat '/tmp/pr-title-1768155818230.txt')" --body-file "/tmp/pr-body-1768155818229.md" --base main --head konard:issue-527-593563bfe30b --repo VisageDvachevsky/StoryGraph
[2026-01-11T18:23:39.920Z] [INFO] πŸ” Verifying: PR creation...
[2026-01-11T18:23:40.270Z] [INFO] βœ… Verification: PR exists on GitHub
[2026-01-11T18:23:40.270Z] [INFO] βœ… PR created: #682
[2026-01-11T18:23:40.271Z] [INFO] πŸ“ PR URL: https://github.com/VisageDvachevsky/StoryGraph/pull/682
[2026-01-11T18:23:40.271Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-01-11T18:23:40.271Z] [INFO] πŸ”— Linking: Issue #527 to PR #682...
[2026-01-11T18:23:40.611Z] [INFO] Issue node ID: I_kwDOQuSaWM7ih77z
[2026-01-11T18:23:40.965Z] [INFO] PR node ID: PR_kwDOQuSaWM68kZ4q
[2026-01-11T18:23:41.360Z] [INFO]
[2026-01-11T18:23:41.361Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-01-11T18:23:41.361Z] [INFO]
[2026-01-11T18:23:41.361Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-01-11T18:23:41.361Z] [WARNING] Expected: "Fixes VisageDvachevsky/StoryGraph#527" in PR body
[2026-01-11T18:23:41.362Z] [INFO]
[2026-01-11T18:23:41.362Z] [WARNING] To fix manually:
[2026-01-11T18:23:41.362Z] [WARNING] 1. Edit the PR description at: https://github.com/VisageDvachevsky/StoryGraph/pull/682
[2026-01-11T18:23:41.362Z] [WARNING] 2. Add this line: Fixes VisageDvachevsky/StoryGraph#527
[2026-01-11T18:23:41.362Z] [INFO]
[2026-01-11T18:23:41.653Z] [INFO] πŸ‘€ Current user: konard
[2026-01-11T18:23:41.653Z] [INFO]
πŸ“Š Comment counting conditions:
[2026-01-11T18:23:41.654Z] [INFO] prNumber: 682
[2026-01-11T18:23:41.654Z] [INFO] branchName: issue-527-593563bfe30b
[2026-01-11T18:23:41.654Z] [INFO] isContinueMode: false
[2026-01-11T18:23:41.654Z] [INFO] Will count comments: true
[2026-01-11T18:23:41.654Z] [INFO] πŸ’¬ Counting comments: Checking for new comments since last commit...
[2026-01-11T18:23:41.654Z] [INFO] PR #682 on branch: issue-527-593563bfe30b
[2026-01-11T18:23:41.655Z] [INFO] Owner/Repo: VisageDvachevsky/StoryGraph
[2026-01-11T18:23:42.053Z] [INFO] πŸ“… Last commit time (from API): 2026-01-11T18:23:32.000Z
[2026-01-11T18:23:43.006Z] [INFO] πŸ’¬ New PR comments: 0
[2026-01-11T18:23:43.007Z] [INFO] πŸ’¬ New PR review comments: 0
[2026-01-11T18:23:43.007Z] [INFO] πŸ’¬ New issue comments: 0
[2026-01-11T18:23:43.007Z] [INFO] Total new comments: 0
[2026-01-11T18:23:43.007Z] [INFO] Comment lines to add: No (saving tokens)
[2026-01-11T18:23:43.008Z] [INFO] PR review comments fetched: 0
[2026-01-11T18:23:43.008Z] [INFO] PR conversation comments fetched: 0
[2026-01-11T18:23:43.008Z] [INFO] Total PR comments checked: 0
[2026-01-11T18:23:43.008Z] [INFO] No feedback info to add (0 new items, saving tokens)
[2026-01-11T18:23:43.009Z] [INFO] πŸ“… Getting timestamps: From GitHub servers...
[2026-01-11T18:23:43.330Z] [INFO] πŸ“ Issue updated: 2026-01-11T00:28:47.000Z
[2026-01-11T18:23:43.610Z] [INFO] πŸ’¬ Comments: None found
[2026-01-11T18:23:44.048Z] [INFO] πŸ”€ Recent PR: 2026-01-11T18:23:39.000Z
[2026-01-11T18:23:44.049Z] [INFO]
βœ… Reference time: 2026-01-11T18:23:39.000Z
[2026-01-11T18:23:44.050Z] [INFO]
πŸ” Checking for uncommitted changes to include as feedback...
[2026-01-11T18:23:44.107Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T18:23:44.420Z] [INFO] πŸ“¦ Fork workflows detected: https://github.com/konard/VisageDvachevsky-StoryGraph/actions?query=branch%3Aissue-527-593563bfe30b
[2026-01-11T18:23:46.188Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-01-11T18:23:46.192Z] [INFO]
πŸ“ Final prompt structure:
[2026-01-11T18:23:46.193Z] [INFO] Characters: 529
[2026-01-11T18:23:46.193Z] [INFO] System prompt characters: 11923
[2026-01-11T18:23:46.194Z] [INFO]
πŸ€– Executing Claude: SONNET
[2026-01-11T18:23:46.195Z] [INFO] Model: sonnet
[2026-01-11T18:23:46.195Z] [INFO] Working directory: /tmp/gh-issue-solver-1768155806997
[2026-01-11T18:23:46.195Z] [INFO] Branch: issue-527-593563bfe30b
[2026-01-11T18:23:46.195Z] [INFO] Prompt length: 529 chars
[2026-01-11T18:23:46.196Z] [INFO] System prompt length: 11923 chars
[2026-01-11T18:23:46.196Z] [INFO] Feedback info included: No
[2026-01-11T18:23:46.243Z] [INFO] πŸ“ˆ System resources before execution:
[2026-01-11T18:23:46.243Z] [INFO] Memory: MemFree: 5878856 kB
[2026-01-11T18:23:46.244Z] [INFO] Load: 2.22 2.66 2.30 3/725 683435
[2026-01-11T18:23:46.244Z] [INFO]
πŸ“ Raw command:
[2026-01-11T18:23:46.244Z] [INFO] (cd "/tmp/gh-issue-solver-1768155806997" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-sonnet-4-5-20250929 -p "Issue to solve: https://github.com/VisageDvachevsky/StoryGraph/issues/527
Your prepared branch: issue-527-593563bfe30b
Your prepared working directory: /tmp/gh-issue-solver-1768155806997
Your prepared Pull Request: https://github.com/VisageDvachevsky/StoryGraph/pull/682
Your forked repository: konard/VisageDvachevsky-StoryGraph
Original repository (upstream): VisageDvachevsky/StoryGraph
GitHub Actions on your fork: https://github.com/konard/VisageDvachevsky-StoryGraph/actions?query=branch%3Aissue-527-593563bfe30b
Proceed.
" --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself β€” let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo VisageDvachevsky/StoryGraph --branch issue-527-593563bfe30b --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo VisageDvachevsky/StoryGraph --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to experiments folder.
- When your experiments can show real world use case of the software, add it to examples folder.
- When you face something extremely hard, use divide and conquer β€” it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/VisageDvachevsky/StoryGraph/issues/527.
- When you need related code, use gh search code --owner VisageDvachevsky [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/VisageDvachevsky/StoryGraph/pulls/682/comments --paginate
2. PR conversation comments (general discussion): gh api repos/VisageDvachevsky/StoryGraph/issues/682/comments --paginate
3. PR reviews (approve/request changes): gh api repos/VisageDvachevsky/StoryGraph/pulls/682/reviews --paginate
IMPORTANT: The command \"gh pr view --json comments\" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/VisageDvachevsky/StoryGraph/issues/527/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 682 --body \"your message\" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo VisageDvachevsky/StoryGraph --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 682, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 682.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-527-593563bfe30b.
- When you finish, create a pull request from branch issue-527-593563bfe30b. (Note: PR 682 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-527-593563bfe30b.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 682 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources." | jq -c .)
[2026-01-11T18:23:46.244Z] [INFO]
[2026-01-11T18:23:46.245Z] [INFO] πŸ“‹ User prompt:
[2026-01-11T18:23:46.245Z] [INFO] ---BEGIN USER PROMPT---
[2026-01-11T18:23:46.245Z] [INFO] Issue to solve: https://github.com/VisageDvachevsky/StoryGraph/issues/527
Your prepared branch: issue-527-593563bfe30b
Your prepared working directory: /tmp/gh-issue-solver-1768155806997
Your prepared Pull Request: https://github.com/VisageDvachevsky/StoryGraph/pull/682
Your forked repository: konard/VisageDvachevsky-StoryGraph
Original repository (upstream): VisageDvachevsky/StoryGraph
GitHub Actions on your fork: https://github.com/konard/VisageDvachevsky-StoryGraph/actions?query=branch%3Aissue-527-593563bfe30b
Proceed.
[2026-01-11T18:23:46.245Z] [INFO] ---END USER PROMPT---
[2026-01-11T18:23:46.245Z] [INFO]
[2026-01-11T18:23:46.245Z] [INFO] πŸ“‹ System prompt:
[2026-01-11T18:23:46.245Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-01-11T18:23:46.245Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself β€” let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo VisageDvachevsky/StoryGraph --branch issue-527-593563bfe30b --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo VisageDvachevsky/StoryGraph --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to experiments folder.
- When your experiments can show real world use case of the software, add it to examples folder.
- When you face something extremely hard, use divide and conquer β€” it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/VisageDvachevsky/StoryGraph/issues/527.
- When you need related code, use gh search code --owner VisageDvachevsky [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/VisageDvachevsky/StoryGraph/pulls/682/comments --paginate
2. PR conversation comments (general discussion): gh api repos/VisageDvachevsky/StoryGraph/issues/682/comments --paginate
3. PR reviews (approve/request changes): gh api repos/VisageDvachevsky/StoryGraph/pulls/682/reviews --paginate
IMPORTANT: The command "gh pr view --json comments" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/VisageDvachevsky/StoryGraph/issues/527/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 682 --body "your message" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo VisageDvachevsky/StoryGraph --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 682, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 682.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-527-593563bfe30b.
- When you finish, create a pull request from branch issue-527-593563bfe30b. (Note: PR 682 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-527-593563bfe30b.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 682 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources.
[2026-01-11T18:23:46.246Z] [INFO] ---END SYSTEM PROMPT---
[2026-01-11T18:23:46.246Z] [INFO]
[2026-01-11T18:23:46.247Z] [INFO] πŸ“Š CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-01-11T18:23:46.247Z] [INFO] πŸ“‹ Command details:
[2026-01-11T18:23:46.247Z] [INFO] πŸ“‚ Working directory: /tmp/gh-issue-solver-1768155806997
[2026-01-11T18:23:46.247Z] [INFO] 🌿 Branch: issue-527-593563bfe30b
[2026-01-11T18:23:46.248Z] [INFO] πŸ€– Model: Claude SONNET
[2026-01-11T18:23:46.248Z] [INFO] 🍴 Fork: konard/VisageDvachevsky-StoryGraph
[2026-01-11T18:23:46.248Z] [INFO]
▢️ Streaming output:
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"mcp__playwright__browser_network_requests",
"mcp__playwright__browser_run_code",
"mcp__playwright__browser_take_screenshot",
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"mcp__playwright__browser_click",
"mcp__playwright__browser_drag",
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"mcp__playwright__browser_tabs",
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],
"mcp_servers": [
{
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"model": "claude-sonnet-4-5-20250929",
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[2026-01-11T18:23:48.398Z] [INFO] πŸ“Œ Session ID: 5507650e-d176-48f7-b1da-4d1442ecd97e
[2026-01-11T18:23:48.398Z] [INFO] πŸ“ Log renamed to: /home/hive/5507650e-d176-48f7-b1da-4d1442ecd97e.log
[2026-01-11T18:23:51.060Z] [INFO] {
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[2026-01-11T18:23:52.732Z] [INFO] {
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[2026-01-11T18:23:54.053Z] [INFO] {
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[2026-01-11T18:23:56.692Z] [INFO] {
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"content": " 1β†’#pragma once\n 2β†’\n 3β†’/**\n 4β†’ * @file event_bus.hpp\n 5β†’ * @brief Editor Event Bus / Messaging System for NovelMind\n 6β†’ *\n 7β†’ * Provides a centralized event/message system for communication between\n 8β†’ * editor components. This is critical for v0.2.0 GUI as it enables:\n 9β†’ * - Loose coupling between panels and systems\n 10β†’ * - Real-time updates when state changes\n 11β†’ * - Undo/Redo notification propagation\n 12β†’ * - Play mode state synchronization\n 13β†’ *\n 14β†’ * Supported event types:\n 15β†’ * - SelectionChanged: When selection changes in any panel\n 16β†’ * - PropertyChanged: When a property is modified\n 17β†’ * - GraphChanged: When story graph is modified\n 18β†’ * - TimelineChanged: When timeline is modified\n 19β†’ * - ProjectOpened/Closed: Project lifecycle events\n 20β†’ * - UndoRedoPerformed: When undo/redo happens\n 21β†’ * - PlayModeStarted/Stopped: Play mode state changes\n 22β†’ * - AssetImported/Deleted/Renamed: Asset operations\n 23β†’ * - ErrorOccurred: Error reporting\n 24β†’ */\n 25β†’\n 26β†’#include \"NovelMind/core/types.hpp\"\n 27β†’#include \"NovelMind/scripting/ir.hpp\"\n 28β†’#include <any>\n 29β†’#include <atomic>\n 30β†’#include <functional>\n 31β†’#include <memory>\n 32β†’#include <mutex>\n 33β†’#include <queue>\n 34β†’#include <string>\n 35β†’#include <typeindex>\n 36β†’#include <unordered_map>\n 37β†’#include <variant>\n 38β†’#include <vector>\n 39β†’\n 40β†’namespace NovelMind::editor {\n 41β†’\n 42β†’// Forward declarations\n 43β†’class EventBus;\n 44β†’\n 45β†’/**\n 46β†’ * @brief Event type enumeration for quick filtering\n 47β†’ */\n 48β†’enum class EditorEventType : u32 {\n 49β†’ // Selection events\n 50β†’ SelectionChanged = 0,\n 51β†’ PrimarySelectionChanged,\n 52β†’\n 53β†’ // Property events\n 54β†’ PropertyChanged,\n 55β†’ PropertyChangeStarted,\n 56β†’ PropertyChangeEnded,\n 57β†’\n 58β†’ // Graph events\n 59β†’ GraphNodeAdded,\n 60β†’ GraphNodeRemoved,\n 61β†’ GraphNodeMoved,\n 62β†’ GraphConnectionAdded,\n 63β†’ GraphConnectionRemoved,\n 64β†’ GraphValidationChanged,\n 65β†’\n 66β†’ // Timeline events\n 67β†’ TimelineKeyframeAdded,\n 68β†’ TimelineKeyframeRemoved,\n 69β†’ TimelineKeyframeMoved,\n 70β†’ TimelineTrackAdded,\n 71β†’ TimelineTrackRemoved,\n 72β†’ TimelinePlaybackChanged,\n 73β†’\n 74β†’ // Scene events\n 75β†’ SceneObjectAdded,\n 76β†’ SceneObjectRemoved,\n 77β†’ SceneObjectMoved,\n 78β†’ SceneObjectTransformed,\n 79β†’ SceneLayerChanged,\n 80β†’\n 81β†’ // Project events\n 82β†’ ProjectCreated,\n 83β†’ ProjectOpened,\n 84β†’ ProjectClosed,\n 85β†’ ProjectSaved,\n 86β†’ ProjectModified,\n 87β†’\n 88β†’ // Undo/Redo events\n 89β†’ UndoPerformed,\n 90β†’ RedoPerformed,\n 91β†’ UndoStackChanged,\n 92β†’\n 93β†’ // Play mode events\n 94β†’ PlayModeStarted,\n 95β†’ PlayModePaused,\n 96β†’ PlayModeResumed,\n 97β†’ PlayModeStopped,\n 98β†’ PlayModeFrameAdvanced,\n 99β†’\n 100β†’ // Asset events\n 101β†’ AssetImported,\n 102β†’ AssetDeleted,\n 103β†’ AssetRenamed,\n 104β†’ AssetMoved,\n 105β†’ AssetModified,\n 106β†’\n 107β†’ // Error events\n 108β†’ ErrorOccurred,\n 109β†’ WarningOccurred,\n 110β†’ DiagnosticAdded,\n 111β†’ DiagnosticCleared,\n 112β†’\n 113β†’ // UI events\n 114β†’ PanelFocusChanged,\n 115β†’ LayoutChanged,\n 116β†’ ThemeChanged,\n 117β†’\n 118β†’ // Custom event marker\n 119β†’ Custom = 1000\n 120β†’};\n 121β†’\n 122β†’/**\n 123β†’ * @brief Base class for all editor events\n 124β†’ */\n 125β†’struct EditorEvent {\n 126β†’ EditorEventType type;\n 127β†’ u64 timestamp = 0;\n 128β†’ std::string source; // Source component that generated the event\n 129β†’\n 130β†’ explicit EditorEvent(EditorEventType t) : type(t) {\n 131β†’ timestamp = static_cast<u64>(\n 132β†’ std::chrono::steady_clock::now().time_since_epoch().count());\n 133β†’ }\n 134β†’\n 135β†’ virtual ~EditorEvent() = default;\n 136β†’\n 137β†’ [[nodiscard]] virtual std::string getDescription() const {\n 138β†’ return \"EditorEvent\";\n 139β†’ }\n 140β†’};\n 141β†’\n 142β†’// ============================================================================\n 143β†’// Selection Events\n 144β†’// ============================================================================\n 145β†’\n 146β†’struct SelectionChangedEvent : EditorEvent {\n 147β†’ std::vector<std::string> selectedIds;\n 148β†’ std::string selectionType; // \"SceneObject\", \"GraphNode\", \"TimelineItem\", etc.\n 149β†’\n 150β†’ SelectionChangedEvent() : EditorEvent(EditorEventType::SelectionChanged) {}\n 151β†’\n 152β†’ [[nodiscard]] std::string getDescription() const override {\n 153β†’ return \"Selection changed: \" + std::to_string(selectedIds.size()) +\n 154β†’ \" items\";\n 155β†’ }\n 156β†’};\n 157β†’\n 158β†’// ============================================================================\n 159β†’// Property Events\n 160β†’// ============================================================================\n 161β†’\n 162β†’struct PropertyChangedEvent : EditorEvent {\n 163β†’ std::string objectId;\n 164β†’ std::string propertyName;\n 165β†’ std::string oldValue;\n 166β†’ std::string newValue;\n 167β†’\n 168β†’ PropertyChangedEvent() : EditorEvent(EditorEventType::PropertyChanged) {}\n 169β†’\n 170β†’ [[nodiscard]] std::string getDescription() const override {\n 171β†’ return \"Property '\" + propertyName + \"' changed on \" + objectId;\n 172β†’ }\n 173β†’};\n 174β†’\n 175β†’struct PropertyChangeStartedEvent : EditorEvent {\n 176β†’ std::string objectId;\n 177β†’ std::string propertyName;\n 178β†’\n 179β†’ PropertyChangeStartedEvent()\n 180β†’ : EditorEvent(EditorEventType::PropertyChangeStarted) {}\n 181β†’};\n 182β†’\n 183β†’struct PropertyChangeEndedEvent : EditorEvent {\n 184β†’ std::string objectId;\n 185β†’ std::string propertyName;\n 186β†’\n 187β†’ PropertyChangeEndedEvent()\n 188β†’ : EditorEvent(EditorEventType::PropertyChangeEnded) {}\n 189β†’};\n 190β†’\n 191β†’// ============================================================================\n 192β†’// Graph Events\n 193β†’// ============================================================================\n 194β†’\n 195β†’struct GraphNodeAddedEvent : EditorEvent {\n 196β†’ scripting::NodeId nodeId = 0;\n 197β†’ scripting::IRNodeType nodeType = scripting::IRNodeType::Dialogue;\n 198β†’ f32 x = 0.0f;\n 199β†’ f32 y = 0.0f;\n 200β†’\n 201β†’ GraphNodeAddedEvent() : EditorEvent(EditorEventType::GraphNodeAdded) {}\n 202β†’\n 203β†’ [[nodiscard]] std::string getDescription() const override {\n 204β†’ return \"Node \" + std::to_string(nodeId) + \" added\";\n 205β†’ }\n 206β†’};\n 207β†’\n 208β†’struct GraphNodeRemovedEvent : EditorEvent {\n 209β†’ scripting::NodeId nodeId = 0;\n 210β†’\n 211β†’ GraphNodeRemovedEvent() : EditorEvent(EditorEventType::GraphNodeRemoved) {}\n 212β†’};\n 213β†’\n 214β†’struct GraphNodeMovedEvent : EditorEvent {\n 215β†’ std::vector<scripting::NodeId> nodeIds;\n 216β†’ f32 deltaX = 0.0f;\n 217β†’ f32 deltaY = 0.0f;\n 218β†’\n 219β†’ GraphNodeMovedEvent() : EditorEvent(EditorEventType::GraphNodeMoved) {}\n 220β†’};\n 221β†’\n 222β†’struct GraphConnectionAddedEvent : EditorEvent {\n 223β†’ scripting::NodeId fromNode = 0;\n 224β†’ std::string fromPort;\n 225β†’ scripting::NodeId toNode = 0;\n 226β†’ std::string toPort;\n 227β†’\n 228β†’ GraphConnectionAddedEvent()\n 229β†’ : EditorEvent(EditorEventType::GraphConnectionAdded) {}\n 230β†’};\n 231β†’\n 232β†’struct GraphConnectionRemovedEvent : EditorEvent {\n 233β†’ scripting::NodeId fromNode = 0;\n 234β†’ std::string fromPort;\n 235β†’ scripting::NodeId toNode = 0;\n 236β†’ std::string toPort;\n 237β†’\n 238β†’ GraphConnectionRemovedEvent()\n 239β†’ : EditorEvent(EditorEventType::GraphConnectionRemoved) {}\n 240β†’};\n 241β†’\n 242β†’struct GraphValidationChangedEvent : EditorEvent {\n 243β†’ bool isValid = true;\n 244β†’ std::vector<std::string> errors;\n 245β†’ std::vector<std::string> warnings;\n 246β†’\n 247β†’ GraphValidationChangedEvent()\n 248β†’ : EditorEvent(EditorEventType::GraphValidationChanged) {}\n 249β†’};\n 250β†’\n 251β†’// ============================================================================\n 252β†’// Timeline Events\n 253β†’// ============================================================================\n 254β†’\n 255β†’struct TimelineKeyframeEvent : EditorEvent {\n 256β†’ std::string trackId;\n 257β†’ u64 keyframeIndex = 0;\n 258β†’ f64 time = 0.0;\n 259β†’\n 260β†’ explicit TimelineKeyframeEvent(EditorEventType eventType)\n 261β†’ : EditorEvent(eventType) {}\n 262β†’};\n 263β†’\n 264β†’struct TimelineTrackEvent : EditorEvent {\n 265β†’ std::string trackId;\n 266β†’ std::string trackType;\n 267β†’\n 268β†’ explicit TimelineTrackEvent(EditorEventType eventType)\n 269β†’ : EditorEvent(eventType) {}\n 270β†’};\n 271β†’\n 272β†’struct TimelinePlaybackChangedEvent : EditorEvent {\n 273β†’ f64 currentTime = 0.0;\n 274β†’ bool isPlaying = false;\n 275β†’ bool isPaused = false;\n 276β†’ f64 playbackSpeed = 1.0;\n 277β†’\n 278β†’ TimelinePlaybackChangedEvent()\n 279β†’ : EditorEvent(EditorEventType::TimelinePlaybackChanged) {}\n 280β†’};\n 281β†’\n 282β†’// ============================================================================\n 283β†’// Scene Events\n 284β†’// ============================================================================\n 285β†’\n 286β†’struct SceneObjectEvent : EditorEvent {\n 287β†’ std::string objectId;\n 288β†’ std::string objectType;\n 289β†’\n 290β†’ explicit SceneObjectEvent(EditorEventType eventType)\n 291β†’ : EditorEvent(eventType) {}\n 292β†’};\n 293β†’\n 294β†’struct SceneObjectTransformedEvent : EditorEvent {\n 295β†’ std::string objectId;\n 296β†’ f32 oldX = 0.0f, oldY = 0.0f;\n 297β†’ f32 newX = 0.0f, newY = 0.0f;\n 298β†’ f32 oldRotation = 0.0f, newRotation = 0.0f;\n 299β†’ f32 oldScaleX = 1.0f, oldScaleY = 1.0f;\n 300β†’ f32 newScaleX = 1.0f, newScaleY = 1.0f;\n 301β†’\n 302β†’ SceneObjectTransformedEvent()\n 303β†’ : EditorEvent(EditorEventType::SceneObjectTransformed) {}\n 304β†’};\n 305β†’\n 306β†’// ============================================================================\n 307β†’// Project Events\n 308β†’// ============================================================================\n 309β†’\n 310β†’struct ProjectEvent : EditorEvent {\n 311β†’ std::string projectPath;\n 312β†’ std::string projectName;\n 313β†’\n 314β†’ explicit ProjectEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n 315β†’};\n 316β†’\n 317β†’struct ProjectModifiedEvent : EditorEvent {\n 318β†’ bool hasUnsavedChanges = true;\n 319β†’ std::string modifiedComponent; // What was modified\n 320β†’\n 321β†’ ProjectModifiedEvent() : EditorEvent(EditorEventType::ProjectModified) {}\n 322β†’};\n 323β†’\n 324β†’// ============================================================================\n 325β†’// Undo/Redo Events\n 326β†’// ============================================================================\n 327β†’\n 328β†’struct UndoRedoEvent : EditorEvent {\n 329β†’ std::string actionDescription;\n 330β†’ bool canUndo = false;\n 331β†’ bool canRedo = false;\n 332β†’\n 333β†’ explicit UndoRedoEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n 334β†’};\n 335β†’\n 336β†’struct UndoStackChangedEvent : EditorEvent {\n 337β†’ bool canUndo = false;\n 338β†’ bool canRedo = false;\n 339β†’ std::string nextUndoDescription;\n 340β†’ std::string nextRedoDescription;\n 341β†’\n 342β†’ UndoStackChangedEvent() : EditorEvent(EditorEventType::UndoStackChanged) {}\n 343β†’};\n 344β†’\n 345β†’// ============================================================================\n 346β†’// Play Mode Events\n 347β†’// ============================================================================\n 348β†’\n 349β†’struct PlayModeEvent : EditorEvent {\n 350β†’ std::string currentSceneId;\n 351β†’ scripting::NodeId currentNodeId = 0;\n 352β†’ f64 playTime = 0.0;\n 353β†’\n 354β†’ explicit PlayModeEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n 355β†’};\n 356β†’\n 357β†’// ============================================================================\n 358β†’// Asset Events\n 359β†’// ============================================================================\n 360β†’\n 361β†’struct AssetEvent : EditorEvent {\n 362β†’ std::string assetPath;\n 363β†’ std::string assetType;\n 364β†’ std::string assetId;\n 365β†’\n 366β†’ explicit AssetEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n 367β†’};\n 368β†’\n 369β†’struct AssetRenamedEvent : EditorEvent {\n 370β†’ std::string oldPath;\n 371β†’ std::string newPath;\n 372β†’\n 373β†’ AssetRenamedEvent() : EditorEvent(EditorEventType::AssetRenamed) {}\n 374β†’};\n 375β†’\n 376β†’// ============================================================================\n 377β†’// Error Events\n 378β†’// ============================================================================\n 379β†’\n 380β†’struct ErrorEvent : EditorEvent {\n 381β†’ enum class Severity : u8 { Info, Warning, Error, Fatal };\n 382β†’\n 383β†’ std::string message;\n 384β†’ std::string details;\n 385β†’ Severity severity = Severity::Error;\n 386β†’ std::string location; // File:line or component name\n 387β†’\n 388β†’ explicit ErrorEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n 389β†’};\n 390β†’\n 391β†’struct DiagnosticEvent : EditorEvent {\n 392β†’ struct Diagnostic {\n 393β†’ std::string message;\n 394β†’ std::string file;\n 395β†’ u32 line = 0;\n 396β†’ u32 column = 0;\n 397β†’ bool isError = false;\n 398β†’ };\n 399β†’\n 400β†’ std::vector<Diagnostic> diagnostics;\n 401β†’\n 402β†’ explicit DiagnosticEvent(EditorEventType eventType)\n 403β†’ : EditorEvent(eventType) {}\n 404β†’};\n 405β†’\n 406β†’// ============================================================================\n 407β†’// UI Events\n 408β†’// ============================================================================\n 409β†’\n 410β†’struct PanelFocusChangedEvent : EditorEvent {\n 411β†’ std::string panelName;\n 412β†’ bool hasFocus = false;\n 413β†’\n 414β†’ PanelFocusChangedEvent() : EditorEvent(EditorEventType::PanelFocusChanged) {}\n 415β†’};\n 416β†’\n 417β†’struct LayoutChangedEvent : EditorEvent {\n 418β†’ std::string layoutName;\n 419β†’\n 420β†’ LayoutChangedEvent() : EditorEvent(EditorEventType::LayoutChanged) {}\n 421β†’};\n 422β†’\n 423β†’struct ThemeChangedEvent : EditorEvent {\n 424β†’ std::string themeName;\n 425β†’\n 426β†’ ThemeChangedEvent() : EditorEvent(EditorEventType::ThemeChanged) {}\n 427β†’};\n 428β†’\n 429β†’// ============================================================================\n 430β†’// Event Handler Types\n 431β†’// ============================================================================\n 432β†’\n 433β†’/**\n 434β†’ * @brief Type-erased event handler\n 435β†’ */\n 436β†’using EventHandler = std::function<void(const EditorEvent &)>;\n 437β†’\n 438β†’/**\n 439β†’ * @brief Typed event handler\n 440β†’ */\n 441β†’template <typename T> using TypedEventHandler = std::function<void(const T &)>;\n 442β†’\n 443β†’/**\n 444β†’ * @brief Event filter predicate\n 445β†’ */\n 446β†’using EventFilter = std::function<bool(const EditorEvent &)>;\n 447β†’\n 448β†’/**\n 449β†’ * @brief Subscription handle for unsubscribing\n 450β†’ */\n 451β†’class EventSubscription {\n 452β†’public:\n 453β†’ EventSubscription() = default;\n 454β†’ explicit EventSubscription(u64 id) : m_id(id) {}\n 455β†’\n 456β†’ [[nodiscard]] u64 getId() const { return m_id; }\n 457β†’ [[nodiscard]] bool isValid() const { return m_id != 0; }\n 458β†’\n 459β†’ bool operator==(const EventSubscription &other) const {\n 460β†’ return m_id == other.m_id;\n 461β†’ }\n 462β†’\n 463β†’private:\n 464β†’ u64 m_id = 0;\n 465β†’};\n 466β†’\n 467β†’// ============================================================================\n 468β†’// Event Bus\n 469β†’// ============================================================================\n 470β†’\n 471β†’/**\n 472β†’ * @brief Central event bus for editor communication\n 473β†’ *\n 474β†’ * Features:\n 475β†’ * - Type-safe event publishing and subscription\n 476β†’ * - Event filtering by type\n 477β†’ * - Priority-based handler ordering\n 478β†’ * - Deferred event processing\n 479β†’ * - Thread-safe (with optional locking)\n 480β†’ */\n 481β†’class EventBus {\n 482β†’public:\n 483β†’ EventBus();\n 484β†’ ~EventBus();\n 485β†’\n 486β†’ // Prevent copying\n 487β†’ EventBus(const EventBus &) = delete;\n 488β†’ EventBus &operator=(const EventBus &) = delete;\n 489β†’\n 490β†’ /**\n 491β†’ * @brief Get singleton instance\n 492β†’ */\n 493β†’ static EventBus &instance();\n 494β†’\n 495β†’ // =========================================================================\n 496β†’ // Publishing\n 497β†’ // =========================================================================\n 498β†’\n 499β†’ /**\n 500β†’ * @brief Publish an event immediately\n 501β†’ */\n 502β†’ void publish(const EditorEvent &event);\n 503β†’\n 504β†’ /**\n 505β†’ * @brief Publish an event with move semantics\n 506β†’ */\n 507β†’ void publish(std::unique_ptr<EditorEvent> event);\n 508β†’\n 509β†’ /**\n 510β†’ * @brief Queue an event for deferred processing\n 511β†’ */\n 512β†’ void queueEvent(std::unique_ptr<EditorEvent> event);\n 513β†’\n 514β†’ /**\n 515β†’ * @brief Process all queued events\n 516β†’ */\n 517β†’ void processQueuedEvents();\n 518β†’\n 519β†’ /**\n 520β†’ * @brief Convenience method to publish typed event\n 521β†’ * @note Named emitEvent instead of emit to avoid conflict with Qt's emit\n 522β†’ * macro\n 523β†’ */\n 524β†’ template <typename T, typename... Args>\n 525β†’ void emitEvent([[maybe_unused]] Args &&...args) {\n 526β†’ auto event = std::make_unique<T>();\n 527β†’ // Initialize event with args if needed (via aggregate init or setters)\n 528β†’ publish(std::move(event));\n 529β†’ }\n 530β†’\n 531β†’ // =========================================================================\n 532β†’ // Subscription\n 533β†’ // =========================================================================\n 534β†’\n 535β†’ /**\n 536β†’ * @brief Subscribe to all events\n 537β†’ */\n 538β†’ EventSubscription subscribe(EventHandler handler);\n 539β†’\n 540β†’ /**\n 541β†’ * @brief Subscribe to events of a specific type\n 542β†’ */\n 543β†’ EventSubscription subscribe(EditorEventType type, EventHandler handler);\n 544β†’\n 545β†’ /**\n 546β†’ * @brief Subscribe to events matching a filter\n 547β†’ */\n 548β†’ EventSubscription subscribe(EventFilter filter, EventHandler handler);\n 549β†’\n 550β†’ /**\n 551β†’ * @brief Subscribe with typed handler\n 552β†’ */\n 553β†’ template <typename T>\n 554β†’ EventSubscription subscribe(TypedEventHandler<T> handler) {\n 555β†’ return subscribe([handler = std::move(handler)](const EditorEvent &event) {\n 556β†’ if (auto *typed = dynamic_cast<const T *>(&event)) {\n 557β†’ handler(*typed);\n 558β†’ }\n 559β†’ });\n 560β†’ }\n 561β†’\n 562β†’ /**\n 563β†’ * @brief Unsubscribe using subscription handle\n 564β†’ */\n 565β†’ void unsubscribe(const EventSubscription &subscription);\n 566β†’\n 567β†’ /**\n 568β†’ * @brief Unsubscribe all handlers for a specific event type\n 569β†’ */\n 570β†’ void unsubscribeAll(EditorEventType type);\n 571β†’\n 572β†’ /**\n 573β†’ * @brief Unsubscribe all handlers\n 574β†’ */\n 575β†’ void unsubscribeAll();\n 576β†’\n 577β†’ // =========================================================================\n 578β†’ // Event History (for debugging)\n 579β†’ // =========================================================================\n 580β†’\n 581β†’ /**\n 582β†’ * @brief Enable/disable event history\n 583β†’ */\n 584β†’ void setHistoryEnabled(bool enabled);\n 585β†’\n 586β†’ /**\n 587β†’ * @brief Get recent event history\n 588β†’ */\n 589β†’ [[nodiscard]] std::vector<std::string> getRecentEvents(size_t count) const;\n 590β†’\n 591β†’ /**\n 592β†’ * @brief Clear event history\n 593β†’ */\n 594β†’ void clearHistory();\n 595β†’\n 596β†’ // =========================================================================\n 597β†’ // Configuration\n 598β†’ // =========================================================================\n 599β†’\n 600β†’ /**\n 601β†’ * @brief Set whether to process events synchronously (default) or queue them\n 602β†’ */\n 603β†’ void setSynchronous(bool sync);\n 604β†’\n 605β†’ /**\n 606β†’ * @brief Check if event processing is synchronous\n 607β†’ */\n 608β†’ [[nodiscard]] bool isSynchronous() const;\n 609β†’\n 610β†’private:\n 611β†’ struct Subscriber {\n 612β†’ u64 id;\n 613β†’ EventHandler handler;\n 614β†’ std::optional<EditorEventType> typeFilter;\n 615β†’ std::optional<EventFilter> customFilter;\n 616β†’ };\n 617β†’\n 618β†’ // Pending operation for deferred subscription modifications\n 619β†’ struct PendingOperation {\n 620β†’ enum class Type { Add, Remove, RemoveByType, RemoveAll } type;\n 621β†’ Subscriber subscriber; // For Add\n 622β†’ u64 subscriptionId = 0; // For Remove\n 623β†’ EditorEventType eventType; // For RemoveByType\n 624β†’ };\n 625β†’\n 626β†’ void dispatchEvent(const EditorEvent &event);\n 627β†’ void processPendingOperations();\n 628β†’\n 629β†’ std::vector<Subscriber> m_subscribers;\n 630β†’ std::queue<std::unique_ptr<EditorEvent>> m_eventQueue;\n 631β†’ u64 m_nextSubscriberId = 1;\n 632β†’\n 633β†’ // Deferred modification support\n 634β†’ std::atomic<int> m_dispatchDepth{0};\n 635β†’ std::vector<PendingOperation> m_pendingOperations;\n 636β†’\n 637β†’ bool m_synchronous = true;\n 638β†’ bool m_historyEnabled = false;\n 639β†’ std::vector<std::string> m_eventHistory;\n 640β†’ static constexpr size_t MAX_HISTORY_SIZE = 100;\n 641β†’\n 642β†’ mutable std::mutex m_mutex;\n 643β†’};\n 644β†’\n 645β†’/**\n 646β†’ * @brief RAII helper for event subscription\n 647β†’ */\n 648β†’class ScopedEventSubscription {\n 649β†’public:\n 650β†’ ScopedEventSubscription() = default;\n 651β†’\n 652β†’ ScopedEventSubscription(EventBus *bus, EventSubscription subscription)\n 653β†’ : m_bus(bus), m_subscription(subscription) {}\n 654β†’\n 655β†’ ~ScopedEventSubscription() {\n 656β†’ if (m_bus && m_subscription.isValid()) {\n 657β†’ m_bus->unsubscribe(m_subscription);\n 658β†’ }\n 659β†’ }\n 660β†’\n 661β†’ // Move only\n 662β†’ ScopedEventSubscription(ScopedEventSubscription &&other) noexcept\n 663β†’ : m_bus(other.m_bus), m_subscription(other.m_subscription) {\n 664β†’ other.m_bus = nullptr;\n 665β†’ other.m_subscription = EventSubscription();\n 666β†’ }\n 667β†’\n 668β†’ ScopedEventSubscription &operator=(ScopedEventSubscription &&other) noexcept {\n 669β†’ if (this != &other) {\n 670β†’ if (m_bus && m_subscription.isValid()) {\n 671β†’ m_bus->unsubscribe(m_subscription);\n 672β†’ }\n 673β†’ m_bus = other.m_bus;\n 674β†’ m_subscription = other.m_subscription;\n 675β†’ other.m_bus = nullptr;\n 676β†’ other.m_subscription = EventSubscription();\n 677β†’ }\n 678β†’ return *this;\n 679β†’ }\n 680β†’\n 681β†’ ScopedEventSubscription(const ScopedEventSubscription &) = delete;\n 682β†’ ScopedEventSubscription &operator=(const ScopedEventSubscription &) = delete;\n 683β†’\n 684β†’ [[nodiscard]] bool isValid() const { return m_subscription.isValid(); }\n 685β†’\n 686β†’private:\n 687β†’ EventBus *m_bus = nullptr;\n 688β†’ EventSubscription m_subscription;\n 689β†’};\n 690β†’\n 691β†’/**\n 692β†’ * @brief Helper macro to subscribe to events with automatic unsubscription\n 693β†’ */\n 694β†’#define NM_SUBSCRIBE_EVENT(bus, type, handler) \\\n 695β†’ ScopedEventSubscription(&(bus), \\\n 696β†’ (bus).subscribe(EditorEventType::type, handler))\n 697β†’\n 698β†’} // namespace NovelMind::editor\n 699β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "#pragma once\n\n/**\n * @file event_bus.hpp\n * @brief Editor Event Bus / Messaging System for NovelMind\n *\n * Provides a centralized event/message system for communication between\n * editor components. This is critical for v0.2.0 GUI as it enables:\n * - Loose coupling between panels and systems\n * - Real-time updates when state changes\n * - Undo/Redo notification propagation\n * - Play mode state synchronization\n *\n * Supported event types:\n * - SelectionChanged: When selection changes in any panel\n * - PropertyChanged: When a property is modified\n * - GraphChanged: When story graph is modified\n * - TimelineChanged: When timeline is modified\n * - ProjectOpened/Closed: Project lifecycle events\n * - UndoRedoPerformed: When undo/redo happens\n * - PlayModeStarted/Stopped: Play mode state changes\n * - AssetImported/Deleted/Renamed: Asset operations\n * - ErrorOccurred: Error reporting\n */\n\n#include \"NovelMind/core/types.hpp\"\n#include \"NovelMind/scripting/ir.hpp\"\n#include <any>\n#include <atomic>\n#include <functional>\n#include <memory>\n#include <mutex>\n#include <queue>\n#include <string>\n#include <typeindex>\n#include <unordered_map>\n#include <variant>\n#include <vector>\n\nnamespace NovelMind::editor {\n\n// Forward declarations\nclass EventBus;\n\n/**\n * @brief Event type enumeration for quick filtering\n */\nenum class EditorEventType : u32 {\n // Selection events\n SelectionChanged = 0,\n PrimarySelectionChanged,\n\n // Property events\n PropertyChanged,\n PropertyChangeStarted,\n PropertyChangeEnded,\n\n // Graph events\n GraphNodeAdded,\n GraphNodeRemoved,\n GraphNodeMoved,\n GraphConnectionAdded,\n GraphConnectionRemoved,\n GraphValidationChanged,\n\n // Timeline events\n TimelineKeyframeAdded,\n TimelineKeyframeRemoved,\n TimelineKeyframeMoved,\n TimelineTrackAdded,\n TimelineTrackRemoved,\n TimelinePlaybackChanged,\n\n // Scene events\n SceneObjectAdded,\n SceneObjectRemoved,\n SceneObjectMoved,\n SceneObjectTransformed,\n SceneLayerChanged,\n\n // Project events\n ProjectCreated,\n ProjectOpened,\n ProjectClosed,\n ProjectSaved,\n ProjectModified,\n\n // Undo/Redo events\n UndoPerformed,\n RedoPerformed,\n UndoStackChanged,\n\n // Play mode events\n PlayModeStarted,\n PlayModePaused,\n PlayModeResumed,\n PlayModeStopped,\n PlayModeFrameAdvanced,\n\n // Asset events\n AssetImported,\n AssetDeleted,\n AssetRenamed,\n AssetMoved,\n AssetModified,\n\n // Error events\n ErrorOccurred,\n WarningOccurred,\n DiagnosticAdded,\n DiagnosticCleared,\n\n // UI events\n PanelFocusChanged,\n LayoutChanged,\n ThemeChanged,\n\n // Custom event marker\n Custom = 1000\n};\n\n/**\n * @brief Base class for all editor events\n */\nstruct EditorEvent {\n EditorEventType type;\n u64 timestamp = 0;\n std::string source; // Source component that generated the event\n\n explicit EditorEvent(EditorEventType t) : type(t) {\n timestamp = static_cast<u64>(\n std::chrono::steady_clock::now().time_since_epoch().count());\n }\n\n virtual ~EditorEvent() = default;\n\n [[nodiscard]] virtual std::string getDescription() const {\n return \"EditorEvent\";\n }\n};\n\n// ============================================================================\n// Selection Events\n// ============================================================================\n\nstruct SelectionChangedEvent : EditorEvent {\n std::vector<std::string> selectedIds;\n std::string selectionType; // \"SceneObject\", \"GraphNode\", \"TimelineItem\", etc.\n\n SelectionChangedEvent() : EditorEvent(EditorEventType::SelectionChanged) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Selection changed: \" + std::to_string(selectedIds.size()) +\n \" items\";\n }\n};\n\n// ============================================================================\n// Property Events\n// ============================================================================\n\nstruct PropertyChangedEvent : EditorEvent {\n std::string objectId;\n std::string propertyName;\n std::string oldValue;\n std::string newValue;\n\n PropertyChangedEvent() : EditorEvent(EditorEventType::PropertyChanged) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Property '\" + propertyName + \"' changed on \" + objectId;\n }\n};\n\nstruct PropertyChangeStartedEvent : EditorEvent {\n std::string objectId;\n std::string propertyName;\n\n PropertyChangeStartedEvent()\n : EditorEvent(EditorEventType::PropertyChangeStarted) {}\n};\n\nstruct PropertyChangeEndedEvent : EditorEvent {\n std::string objectId;\n std::string propertyName;\n\n PropertyChangeEndedEvent()\n : EditorEvent(EditorEventType::PropertyChangeEnded) {}\n};\n\n// ============================================================================\n// Graph Events\n// ============================================================================\n\nstruct GraphNodeAddedEvent : EditorEvent {\n scripting::NodeId nodeId = 0;\n scripting::IRNodeType nodeType = scripting::IRNodeType::Dialogue;\n f32 x = 0.0f;\n f32 y = 0.0f;\n\n GraphNodeAddedEvent() : EditorEvent(EditorEventType::GraphNodeAdded) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Node \" + std::to_string(nodeId) + \" added\";\n }\n};\n\nstruct GraphNodeRemovedEvent : EditorEvent {\n scripting::NodeId nodeId = 0;\n\n GraphNodeRemovedEvent() : EditorEvent(EditorEventType::GraphNodeRemoved) {}\n};\n\nstruct GraphNodeMovedEvent : EditorEvent {\n std::vector<scripting::NodeId> nodeIds;\n f32 deltaX = 0.0f;\n f32 deltaY = 0.0f;\n\n GraphNodeMovedEvent() : EditorEvent(EditorEventType::GraphNodeMoved) {}\n};\n\nstruct GraphConnectionAddedEvent : EditorEvent {\n scripting::NodeId fromNode = 0;\n std::string fromPort;\n scripting::NodeId toNode = 0;\n std::string toPort;\n\n GraphConnectionAddedEvent()\n : EditorEvent(EditorEventType::GraphConnectionAdded) {}\n};\n\nstruct GraphConnectionRemovedEvent : EditorEvent {\n scripting::NodeId fromNode = 0;\n std::string fromPort;\n scripting::NodeId toNode = 0;\n std::string toPort;\n\n GraphConnectionRemovedEvent()\n : EditorEvent(EditorEventType::GraphConnectionRemoved) {}\n};\n\nstruct GraphValidationChangedEvent : EditorEvent {\n bool isValid = true;\n std::vector<std::string> errors;\n std::vector<std::string> warnings;\n\n GraphValidationChangedEvent()\n : EditorEvent(EditorEventType::GraphValidationChanged) {}\n};\n\n// ============================================================================\n// Timeline Events\n// ============================================================================\n\nstruct TimelineKeyframeEvent : EditorEvent {\n std::string trackId;\n u64 keyframeIndex = 0;\n f64 time = 0.0;\n\n explicit TimelineKeyframeEvent(EditorEventType eventType)\n : EditorEvent(eventType) {}\n};\n\nstruct TimelineTrackEvent : EditorEvent {\n std::string trackId;\n std::string trackType;\n\n explicit TimelineTrackEvent(EditorEventType eventType)\n : EditorEvent(eventType) {}\n};\n\nstruct TimelinePlaybackChangedEvent : EditorEvent {\n f64 currentTime = 0.0;\n bool isPlaying = false;\n bool isPaused = false;\n f64 playbackSpeed = 1.0;\n\n TimelinePlaybackChangedEvent()\n : EditorEvent(EditorEventType::TimelinePlaybackChanged) {}\n};\n\n// ============================================================================\n// Scene Events\n// ============================================================================\n\nstruct SceneObjectEvent : EditorEvent {\n std::string objectId;\n std::string objectType;\n\n explicit SceneObjectEvent(EditorEventType eventType)\n : EditorEvent(eventType) {}\n};\n\nstruct SceneObjectTransformedEvent : EditorEvent {\n std::string objectId;\n f32 oldX = 0.0f, oldY = 0.0f;\n f32 newX = 0.0f, newY = 0.0f;\n f32 oldRotation = 0.0f, newRotation = 0.0f;\n f32 oldScaleX = 1.0f, oldScaleY = 1.0f;\n f32 newScaleX = 1.0f, newScaleY = 1.0f;\n\n SceneObjectTransformedEvent()\n : EditorEvent(EditorEventType::SceneObjectTransformed) {}\n};\n\n// ============================================================================\n// Project Events\n// ============================================================================\n\nstruct ProjectEvent : EditorEvent {\n std::string projectPath;\n std::string projectName;\n\n explicit ProjectEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n};\n\nstruct ProjectModifiedEvent : EditorEvent {\n bool hasUnsavedChanges = true;\n std::string modifiedComponent; // What was modified\n\n ProjectModifiedEvent() : EditorEvent(EditorEventType::ProjectModified) {}\n};\n\n// ============================================================================\n// Undo/Redo Events\n// ============================================================================\n\nstruct UndoRedoEvent : EditorEvent {\n std::string actionDescription;\n bool canUndo = false;\n bool canRedo = false;\n\n explicit UndoRedoEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n};\n\nstruct UndoStackChangedEvent : EditorEvent {\n bool canUndo = false;\n bool canRedo = false;\n std::string nextUndoDescription;\n std::string nextRedoDescription;\n\n UndoStackChangedEvent() : EditorEvent(EditorEventType::UndoStackChanged) {}\n};\n\n// ============================================================================\n// Play Mode Events\n// ============================================================================\n\nstruct PlayModeEvent : EditorEvent {\n std::string currentSceneId;\n scripting::NodeId currentNodeId = 0;\n f64 playTime = 0.0;\n\n explicit PlayModeEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n};\n\n// ============================================================================\n// Asset Events\n// ============================================================================\n\nstruct AssetEvent : EditorEvent {\n std::string assetPath;\n std::string assetType;\n std::string assetId;\n\n explicit AssetEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n};\n\nstruct AssetRenamedEvent : EditorEvent {\n std::string oldPath;\n std::string newPath;\n\n AssetRenamedEvent() : EditorEvent(EditorEventType::AssetRenamed) {}\n};\n\n// ============================================================================\n// Error Events\n// ============================================================================\n\nstruct ErrorEvent : EditorEvent {\n enum class Severity : u8 { Info, Warning, Error, Fatal };\n\n std::string message;\n std::string details;\n Severity severity = Severity::Error;\n std::string location; // File:line or component name\n\n explicit ErrorEvent(EditorEventType eventType) : EditorEvent(eventType) {}\n};\n\nstruct DiagnosticEvent : EditorEvent {\n struct Diagnostic {\n std::string message;\n std::string file;\n u32 line = 0;\n u32 column = 0;\n bool isError = false;\n };\n\n std::vector<Diagnostic> diagnostics;\n\n explicit DiagnosticEvent(EditorEventType eventType)\n : EditorEvent(eventType) {}\n};\n\n// ============================================================================\n// UI Events\n// ============================================================================\n\nstruct PanelFocusChangedEvent : EditorEvent {\n std::string panelName;\n bool hasFocus = false;\n\n PanelFocusChangedEvent() : EditorEvent(EditorEventType::PanelFocusChanged) {}\n};\n\nstruct LayoutChangedEvent : EditorEvent {\n std::string layoutName;\n\n LayoutChangedEvent() : EditorEvent(EditorEventType::LayoutChanged) {}\n};\n\nstruct ThemeChangedEvent : EditorEvent {\n std::string themeName;\n\n ThemeChangedEvent() : EditorEvent(EditorEventType::ThemeChanged) {}\n};\n\n// ============================================================================\n// Event Handler Types\n// ============================================================================\n\n/**\n * @brief Type-erased event handler\n */\nusing EventHandler = std::function<void(const EditorEvent &)>;\n\n/**\n * @brief Typed event handler\n */\ntemplate <typename T> using TypedEventHandler = std::function<void(const T &)>;\n\n/**\n * @brief Event filter predicate\n */\nusing EventFilter = std::function<bool(const EditorEvent &)>;\n\n/**\n * @brief Subscription handle for unsubscribing\n */\nclass EventSubscription {\npublic:\n EventSubscription() = default;\n explicit EventSubscription(u64 id) : m_id(id) {}\n\n [[nodiscard]] u64 getId() const { return m_id; }\n [[nodiscard]] bool isValid() const { return m_id != 0; }\n\n bool operator==(const EventSubscription &other) const {\n return m_id == other.m_id;\n }\n\nprivate:\n u64 m_id = 0;\n};\n\n// ============================================================================\n// Event Bus\n// ============================================================================\n\n/**\n * @brief Central event bus for editor communication\n *\n * Features:\n * - Type-safe event publishing and subscription\n * - Event filtering by type\n * - Priority-based handler ordering\n * - Deferred event processing\n * - Thread-safe (with optional locking)\n */\nclass EventBus {\npublic:\n EventBus();\n ~EventBus();\n\n // Prevent copying\n EventBus(const EventBus &) = delete;\n EventBus &operator=(const EventBus &) = delete;\n\n /**\n * @brief Get singleton instance\n */\n static EventBus &instance();\n\n // =========================================================================\n // Publishing\n // =========================================================================\n\n /**\n * @brief Publish an event immediately\n */\n void publish(const EditorEvent &event);\n\n /**\n * @brief Publish an event with move semantics\n */\n void publish(std::unique_ptr<EditorEvent> event);\n\n /**\n * @brief Queue an event for deferred processing\n */\n void queueEvent(std::unique_ptr<EditorEvent> event);\n\n /**\n * @brief Process all queued events\n */\n void processQueuedEvents();\n\n /**\n * @brief Convenience method to publish typed event\n * @note Named emitEvent instead of emit to avoid conflict with Qt's emit\n * macro\n */\n template <typename T, typename... Args>\n void emitEvent([[maybe_unused]] Args &&...args) {\n auto event = std::make_unique<T>();\n // Initialize event with args if needed (via aggregate init or setters)\n publish(std::move(event));\n }\n\n // =========================================================================\n // Subscription\n // =========================================================================\n\n /**\n * @brief Subscribe to all events\n */\n EventSubscription subscribe(EventHandler handler);\n\n /**\n * @brief Subscribe to events of a specific type\n */\n EventSubscription subscribe(EditorEventType type, EventHandler handler);\n\n /**\n * @brief Subscribe to events matching a filter\n */\n EventSubscription subscribe(EventFilter filter, EventHandler handler);\n\n /**\n * @brief Subscribe with typed handler\n */\n template <typename T>\n EventSubscription subscribe(TypedEventHandler<T> handler) {\n return subscribe([handler = std::move(handler)](const EditorEvent &event) {\n if (auto *typed = dynamic_cast<const T *>(&event)) {\n handler(*typed);\n }\n });\n }\n\n /**\n * @brief Unsubscribe using subscription handle\n */\n void unsubscribe(const EventSubscription &subscription);\n\n /**\n * @brief Unsubscribe all handlers for a specific event type\n */\n void unsubscribeAll(EditorEventType type);\n\n /**\n * @brief Unsubscribe all handlers\n */\n void unsubscribeAll();\n\n // =========================================================================\n // Event History (for debugging)\n // =========================================================================\n\n /**\n * @brief Enable/disable event history\n */\n void setHistoryEnabled(bool enabled);\n\n /**\n * @brief Get recent event history\n */\n [[nodiscard]] std::vector<std::string> getRecentEvents(size_t count) const;\n\n /**\n * @brief Clear event history\n */\n void clearHistory();\n\n // =========================================================================\n // Configuration\n // =========================================================================\n\n /**\n * @brief Set whether to process events synchronously (default) or queue them\n */\n void setSynchronous(bool sync);\n\n /**\n * @brief Check if event processing is synchronous\n */\n [[nodiscard]] bool isSynchronous() const;\n\nprivate:\n struct Subscriber {\n u64 id;\n EventHandler handler;\n std::optional<EditorEventType> typeFilter;\n std::optional<EventFilter> customFilter;\n };\n\n // Pending operation for deferred subscription modifications\n struct PendingOperation {\n enum class Type { Add, Remove, RemoveByType, RemoveAll } type;\n Subscriber subscriber; // For Add\n u64 subscriptionId = 0; // For Remove\n EditorEventType eventType; // For RemoveByType\n };\n\n void dispatchEvent(const EditorEvent &event);\n void processPendingOperations();\n\n std::vector<Subscriber> m_subscribers;\n std::queue<std::unique_ptr<EditorEvent>> m_eventQueue;\n u64 m_nextSubscriberId = 1;\n\n // Deferred modification support\n std::atomic<int> m_dispatchDepth{0};\n std::vector<PendingOperation> m_pendingOperations;\n\n bool m_synchronous = true;\n bool m_historyEnabled = false;\n std::vector<std::string> m_eventHistory;\n static constexpr size_t MAX_HISTORY_SIZE = 100;\n\n mutable std::mutex m_mutex;\n};\n\n/**\n * @brief RAII helper for event subscription\n */\nclass ScopedEventSubscription {\npublic:\n ScopedEventSubscription() = default;\n\n ScopedEventSubscription(EventBus *bus, EventSubscription subscription)\n : m_bus(bus), m_subscription(subscription) {}\n\n ~ScopedEventSubscription() {\n if (m_bus && m_subscription.isValid()) {\n m_bus->unsubscribe(m_subscription);\n }\n }\n\n // Move only\n ScopedEventSubscription(ScopedEventSubscription &&other) noexcept\n : m_bus(other.m_bus), m_subscription(other.m_subscription) {\n other.m_bus = nullptr;\n other.m_subscription = EventSubscription();\n }\n\n ScopedEventSubscription &operator=(ScopedEventSubscription &&other) noexcept {\n if (this != &other) {\n if (m_bus && m_subscription.isValid()) {\n m_bus->unsubscribe(m_subscription);\n }\n m_bus = other.m_bus;\n m_subscription = other.m_subscription;\n other.m_bus = nullptr;\n other.m_subscription = EventSubscription();\n }\n return *this;\n }\n\n ScopedEventSubscription(const ScopedEventSubscription &) = delete;\n ScopedEventSubscription &operator=(const ScopedEventSubscription &) = delete;\n\n [[nodiscard]] bool isValid() const { return m_subscription.isValid(); }\n\nprivate:\n EventBus *m_bus = nullptr;\n EventSubscription m_subscription;\n};\n\n/**\n * @brief Helper macro to subscribe to events with automatic unsubscription\n */\n#define NM_SUBSCRIBE_EVENT(bus, type, handler) \\\n ScopedEventSubscription(&(bus), \\\n (bus).subscribe(EditorEventType::type, handler))\n\n} // namespace NovelMind::editor\n",
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"content": " 1β†’#include \"NovelMind/editor/event_bus.hpp\"\n 2β†’#include <algorithm>\n 3β†’\n 4β†’namespace NovelMind::editor {\n 5β†’\n 6β†’EventBus::EventBus() = default;\n 7β†’\n 8β†’EventBus::~EventBus() = default;\n 9β†’\n 10β†’EventBus &EventBus::instance() {\n 11β†’ // Thread-safe in C++11+ due to magic statics\n 12β†’ static EventBus instance;\n 13β†’ return instance;\n 14β†’}\n 15β†’\n 16β†’// ============================================================================\n 17β†’// Publishing\n 18β†’// ============================================================================\n 19β†’\n 20β†’void EventBus::publish(const EditorEvent &event) {\n 21β†’ if (m_synchronous) {\n 22β†’ dispatchEvent(event);\n 23β†’ } else {\n 24β†’ // Create a copy for queuing\n 25β†’ auto eventCopy = std::make_unique<EditorEvent>(event);\n 26β†’ queueEvent(std::move(eventCopy));\n 27β†’ }\n 28β†’}\n 29β†’\n 30β†’void EventBus::publish(std::unique_ptr<EditorEvent> event) {\n 31β†’ if (!event) {\n 32β†’ return;\n 33β†’ }\n 34β†’\n 35β†’ if (m_synchronous) {\n 36β†’ dispatchEvent(*event);\n 37β†’ } else {\n 38β†’ queueEvent(std::move(event));\n 39β†’ }\n 40β†’}\n 41β†’\n 42β†’void EventBus::queueEvent(std::unique_ptr<EditorEvent> event) {\n 43β†’ if (!event) {\n 44β†’ return;\n 45β†’ }\n 46β†’\n 47β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 48β†’ m_eventQueue.push(std::move(event));\n 49β†’}\n 50β†’\n 51β†’void EventBus::processQueuedEvents() {\n 52β†’ std::queue<std::unique_ptr<EditorEvent>> eventsToProcess;\n 53β†’\n 54β†’ {\n 55β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 56β†’ std::swap(eventsToProcess, m_eventQueue);\n 57β†’ }\n 58β†’\n 59β†’ while (!eventsToProcess.empty()) {\n 60β†’ auto event = std::move(eventsToProcess.front());\n 61β†’ eventsToProcess.pop();\n 62β†’\n 63β†’ if (event) {\n 64β†’ dispatchEvent(*event);\n 65β†’ }\n 66β†’ }\n 67β†’}\n 68β†’\n 69β†’void EventBus::dispatchEvent(const EditorEvent &event) {\n 70β†’ // Record in history if enabled\n 71β†’ if (m_historyEnabled) {\n 72β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 73β†’ m_eventHistory.push_back(event.getDescription());\n 74β†’ if (m_eventHistory.size() > MAX_HISTORY_SIZE) {\n 75β†’ m_eventHistory.erase(m_eventHistory.begin());\n 76β†’ }\n 77β†’ }\n 78β†’\n 79β†’ // Increment dispatch depth to defer modifications\n 80β†’ m_dispatchDepth++;\n 81β†’\n 82β†’ // Copy subscriber list to avoid holding mutex during handler execution\n 83β†’ // This prevents deadlock when handlers call subscribe/unsubscribe\n 84β†’ std::vector<Subscriber> subscribersCopy;\n 85β†’ {\n 86β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 87β†’ subscribersCopy = m_subscribers;\n 88β†’ }\n 89β†’\n 90β†’ // Dispatch to all matching subscribers without holding the mutex\n 91β†’ // This allows handlers to safely call subscribe/unsubscribe\n 92β†’ for (const auto &subscriber : subscribersCopy) {\n 93β†’ bool shouldHandle = true;\n 94β†’\n 95β†’ // Check type filter\n 96β†’ if (subscriber.typeFilter.has_value() &&\n 97β†’ subscriber.typeFilter.value() != event.type) {\n 98β†’ shouldHandle = false;\n 99β†’ }\n 100β†’\n 101β†’ // Check custom filter\n 102β†’ if (shouldHandle && subscriber.customFilter.has_value() &&\n 103β†’ !subscriber.customFilter.value()(event)) {\n 104β†’ shouldHandle = false;\n 105β†’ }\n 106β†’\n 107β†’ if (shouldHandle && subscriber.handler) {\n 108β†’ try {\n 109β†’ subscriber.handler(event);\n 110β†’ } catch (...) {\n 111β†’ // Log error but continue dispatching\n 112β†’ }\n 113β†’ }\n 114β†’ }\n 115β†’\n 116β†’ // Decrement dispatch depth and process pending operations\n 117β†’ m_dispatchDepth--;\n 118β†’ if (m_dispatchDepth == 0) {\n 119β†’ processPendingOperations();\n 120β†’ }\n 121β†’}\n 122β†’\n 123β†’void EventBus::processPendingOperations() {\n 124β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 125β†’\n 126β†’ for (const auto &op : m_pendingOperations) {\n 127β†’ switch (op.type) {\n 128β†’ case PendingOperation::Type::Add:\n 129β†’ m_subscribers.push_back(op.subscriber);\n 130β†’ break;\n 131β†’\n 132β†’ case PendingOperation::Type::Remove:\n 133β†’ m_subscribers.erase(\n 134β†’ std::remove_if(m_subscribers.begin(), m_subscribers.end(),\n 135β†’ [&op](const Subscriber &sub) {\n 136β†’ return sub.id == op.subscriptionId;\n 137β†’ }),\n 138β†’ m_subscribers.end());\n 139β†’ break;\n 140β†’\n 141β†’ case PendingOperation::Type::RemoveByType:\n 142β†’ m_subscribers.erase(\n 143β†’ std::remove_if(m_subscribers.begin(), m_subscribers.end(),\n 144β†’ [&op](const Subscriber &sub) {\n 145β†’ return sub.typeFilter.has_value() &&\n 146β†’ sub.typeFilter.value() == op.eventType;\n 147β†’ }),\n 148β†’ m_subscribers.end());\n 149β†’ break;\n 150β†’\n 151β†’ case PendingOperation::Type::RemoveAll:\n 152β†’ m_subscribers.clear();\n 153β†’ break;\n 154β†’ }\n 155β†’ }\n 156β†’\n 157β†’ m_pendingOperations.clear();\n 158β†’}\n 159β†’\n 160β†’// ============================================================================\n 161β†’// Subscription\n 162β†’// ============================================================================\n 163β†’\n 164β†’EventSubscription EventBus::subscribe(EventHandler handler) {\n 165β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 166β†’\n 167β†’ Subscriber sub;\n 168β†’ sub.id = m_nextSubscriberId++;\n 169β†’ sub.handler = std::move(handler);\n 170β†’\n 171β†’ if (m_dispatchDepth > 0) {\n 172β†’ // Defer operation until dispatch completes\n 173β†’ PendingOperation op;\n 174β†’ op.type = PendingOperation::Type::Add;\n 175β†’ op.subscriber = sub;\n 176β†’ m_pendingOperations.push_back(std::move(op));\n 177β†’ } else {\n 178β†’ // Apply immediately\n 179β†’ m_subscribers.push_back(std::move(sub));\n 180β†’ }\n 181β†’\n 182β†’ return EventSubscription(sub.id);\n 183β†’}\n 184β†’\n 185β†’EventSubscription EventBus::subscribe(EditorEventType type,\n 186β†’ EventHandler handler) {\n 187β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 188β†’\n 189β†’ Subscriber sub;\n 190β†’ sub.id = m_nextSubscriberId++;\n 191β†’ sub.handler = std::move(handler);\n 192β†’ sub.typeFilter = type;\n 193β†’\n 194β†’ if (m_dispatchDepth > 0) {\n 195β†’ // Defer operation until dispatch completes\n 196β†’ PendingOperation op;\n 197β†’ op.type = PendingOperation::Type::Add;\n 198β†’ op.subscriber = sub;\n 199β†’ m_pendingOperations.push_back(std::move(op));\n 200β†’ } else {\n 201β†’ // Apply immediately\n 202β†’ m_subscribers.push_back(std::move(sub));\n 203β†’ }\n 204β†’\n 205β†’ return EventSubscription(sub.id);\n 206β†’}\n 207β†’\n 208β†’EventSubscription EventBus::subscribe(EventFilter filter,\n 209β†’ EventHandler handler) {\n 210β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 211β†’\n 212β†’ Subscriber sub;\n 213β†’ sub.id = m_nextSubscriberId++;\n 214β†’ sub.handler = std::move(handler);\n 215β†’ sub.customFilter = std::move(filter);\n 216β†’\n 217β†’ if (m_dispatchDepth > 0) {\n 218β†’ // Defer operation until dispatch completes\n 219β†’ PendingOperation op;\n 220β†’ op.type = PendingOperation::Type::Add;\n 221β†’ op.subscriber = sub;\n 222β†’ m_pendingOperations.push_back(std::move(op));\n 223β†’ } else {\n 224β†’ // Apply immediately\n 225β†’ m_subscribers.push_back(std::move(sub));\n 226β†’ }\n 227β†’\n 228β†’ return EventSubscription(sub.id);\n 229β†’}\n 230β†’\n 231β†’void EventBus::unsubscribe(const EventSubscription &subscription) {\n 232β†’ if (!subscription.isValid()) {\n 233β†’ return;\n 234β†’ }\n 235β†’\n 236β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 237β†’\n 238β†’ if (m_dispatchDepth > 0) {\n 239β†’ // Defer operation until dispatch completes\n 240β†’ PendingOperation op;\n 241β†’ op.type = PendingOperation::Type::Remove;\n 242β†’ op.subscriptionId = subscription.getId();\n 243β†’ m_pendingOperations.push_back(std::move(op));\n 244β†’ } else {\n 245β†’ // Apply immediately\n 246β†’ m_subscribers.erase(\n 247β†’ std::remove_if(m_subscribers.begin(), m_subscribers.end(),\n 248β†’ [&subscription](const Subscriber &sub) {\n 249β†’ return sub.id == subscription.getId();\n 250β†’ }),\n 251β†’ m_subscribers.end());\n 252β†’ }\n 253β†’}\n 254β†’\n 255β†’void EventBus::unsubscribeAll(EditorEventType type) {\n 256β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 257β†’\n 258β†’ if (m_dispatchDepth > 0) {\n 259β†’ // Defer operation until dispatch completes\n 260β†’ PendingOperation op;\n 261β†’ op.type = PendingOperation::Type::RemoveByType;\n 262β†’ op.eventType = type;\n 263β†’ m_pendingOperations.push_back(std::move(op));\n 264β†’ } else {\n 265β†’ // Apply immediately\n 266β†’ m_subscribers.erase(\n 267β†’ std::remove_if(m_subscribers.begin(), m_subscribers.end(),\n 268β†’ [type](const Subscriber &sub) {\n 269β†’ return sub.typeFilter.has_value() &&\n 270β†’ sub.typeFilter.value() == type;\n 271β†’ }),\n 272β†’ m_subscribers.end());\n 273β†’ }\n 274β†’}\n 275β†’\n 276β†’void EventBus::unsubscribeAll() {\n 277β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 278β†’\n 279β†’ if (m_dispatchDepth > 0) {\n 280β†’ // Defer operation until dispatch completes\n 281β†’ PendingOperation op;\n 282β†’ op.type = PendingOperation::Type::RemoveAll;\n 283β†’ m_pendingOperations.push_back(std::move(op));\n 284β†’ } else {\n 285β†’ // Apply immediately\n 286β†’ m_subscribers.clear();\n 287β†’ }\n 288β†’}\n 289β†’\n 290β†’// ============================================================================\n 291β†’// Event History\n 292β†’// ============================================================================\n 293β†’\n 294β†’void EventBus::setHistoryEnabled(bool enabled) {\n 295β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 296β†’ m_historyEnabled = enabled;\n 297β†’}\n 298β†’\n 299β†’std::vector<std::string> EventBus::getRecentEvents(size_t count) const {\n 300β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 301β†’\n 302β†’ if (count >= m_eventHistory.size()) {\n 303β†’ return m_eventHistory;\n 304β†’ }\n 305β†’\n 306β†’ return std::vector<std::string>(m_eventHistory.end() -\n 307β†’ static_cast<std::ptrdiff_t>(count),\n 308β†’ m_eventHistory.end());\n 309β†’}\n 310β†’\n 311β†’void EventBus::clearHistory() {\n 312β†’ std::lock_guard<std::mutex> lock(m_mutex);\n 313β†’ m_eventHistory.clear();\n 314β†’}\n 315β†’\n 316β†’// ============================================================================\n 317β†’// Configuration\n 318β†’// ============================================================================\n 319β†’\n 320β†’void EventBus::setSynchronous(bool sync) { m_synchronous = sync; }\n 321β†’\n 322β†’bool EventBus::isSynchronous() const { return m_synchronous; }\n 323β†’\n 324β†’} // namespace NovelMind::editor\n 325β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "#include \"NovelMind/editor/event_bus.hpp\"\n#include <algorithm>\n\nnamespace NovelMind::editor {\n\nEventBus::EventBus() = default;\n\nEventBus::~EventBus() = default;\n\nEventBus &EventBus::instance() {\n // Thread-safe in C++11+ due to magic statics\n static EventBus instance;\n return instance;\n}\n\n// ============================================================================\n// Publishing\n// ============================================================================\n\nvoid EventBus::publish(const EditorEvent &event) {\n if (m_synchronous) {\n dispatchEvent(event);\n } else {\n // Create a copy for queuing\n auto eventCopy = std::make_unique<EditorEvent>(event);\n queueEvent(std::move(eventCopy));\n }\n}\n\nvoid EventBus::publish(std::unique_ptr<EditorEvent> event) {\n if (!event) {\n return;\n }\n\n if (m_synchronous) {\n dispatchEvent(*event);\n } else {\n queueEvent(std::move(event));\n }\n}\n\nvoid EventBus::queueEvent(std::unique_ptr<EditorEvent> event) {\n if (!event) {\n return;\n }\n\n std::lock_guard<std::mutex> lock(m_mutex);\n m_eventQueue.push(std::move(event));\n}\n\nvoid EventBus::processQueuedEvents() {\n std::queue<std::unique_ptr<EditorEvent>> eventsToProcess;\n\n {\n std::lock_guard<std::mutex> lock(m_mutex);\n std::swap(eventsToProcess, m_eventQueue);\n }\n\n while (!eventsToProcess.empty()) {\n auto event = std::move(eventsToProcess.front());\n eventsToProcess.pop();\n\n if (event) {\n dispatchEvent(*event);\n }\n }\n}\n\nvoid EventBus::dispatchEvent(const EditorEvent &event) {\n // Record in history if enabled\n if (m_historyEnabled) {\n std::lock_guard<std::mutex> lock(m_mutex);\n m_eventHistory.push_back(event.getDescription());\n if (m_eventHistory.size() > MAX_HISTORY_SIZE) {\n m_eventHistory.erase(m_eventHistory.begin());\n }\n }\n\n // Increment dispatch depth to defer modifications\n m_dispatchDepth++;\n\n // Copy subscriber list to avoid holding mutex during handler execution\n // This prevents deadlock when handlers call subscribe/unsubscribe\n std::vector<Subscriber> subscribersCopy;\n {\n std::lock_guard<std::mutex> lock(m_mutex);\n subscribersCopy = m_subscribers;\n }\n\n // Dispatch to all matching subscribers without holding the mutex\n // This allows handlers to safely call subscribe/unsubscribe\n for (const auto &subscriber : subscribersCopy) {\n bool shouldHandle = true;\n\n // Check type filter\n if (subscriber.typeFilter.has_value() &&\n subscriber.typeFilter.value() != event.type) {\n shouldHandle = false;\n }\n\n // Check custom filter\n if (shouldHandle && subscriber.customFilter.has_value() &&\n !subscriber.customFilter.value()(event)) {\n shouldHandle = false;\n }\n\n if (shouldHandle && subscriber.handler) {\n try {\n subscriber.handler(event);\n } catch (...) {\n // Log error but continue dispatching\n }\n }\n }\n\n // Decrement dispatch depth and process pending operations\n m_dispatchDepth--;\n if (m_dispatchDepth == 0) {\n processPendingOperations();\n }\n}\n\nvoid EventBus::processPendingOperations() {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n for (const auto &op : m_pendingOperations) {\n switch (op.type) {\n case PendingOperation::Type::Add:\n m_subscribers.push_back(op.subscriber);\n break;\n\n case PendingOperation::Type::Remove:\n m_subscribers.erase(\n std::remove_if(m_subscribers.begin(), m_subscribers.end(),\n [&op](const Subscriber &sub) {\n return sub.id == op.subscriptionId;\n }),\n m_subscribers.end());\n break;\n\n case PendingOperation::Type::RemoveByType:\n m_subscribers.erase(\n std::remove_if(m_subscribers.begin(), m_subscribers.end(),\n [&op](const Subscriber &sub) {\n return sub.typeFilter.has_value() &&\n sub.typeFilter.value() == op.eventType;\n }),\n m_subscribers.end());\n break;\n\n case PendingOperation::Type::RemoveAll:\n m_subscribers.clear();\n break;\n }\n }\n\n m_pendingOperations.clear();\n}\n\n// ============================================================================\n// Subscription\n// ============================================================================\n\nEventSubscription EventBus::subscribe(EventHandler handler) {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n Subscriber sub;\n sub.id = m_nextSubscriberId++;\n sub.handler = std::move(handler);\n\n if (m_dispatchDepth > 0) {\n // Defer operation until dispatch completes\n PendingOperation op;\n op.type = PendingOperation::Type::Add;\n op.subscriber = sub;\n m_pendingOperations.push_back(std::move(op));\n } else {\n // Apply immediately\n m_subscribers.push_back(std::move(sub));\n }\n\n return EventSubscription(sub.id);\n}\n\nEventSubscription EventBus::subscribe(EditorEventType type,\n EventHandler handler) {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n Subscriber sub;\n sub.id = m_nextSubscriberId++;\n sub.handler = std::move(handler);\n sub.typeFilter = type;\n\n if (m_dispatchDepth > 0) {\n // Defer operation until dispatch completes\n PendingOperation op;\n op.type = PendingOperation::Type::Add;\n op.subscriber = sub;\n m_pendingOperations.push_back(std::move(op));\n } else {\n // Apply immediately\n m_subscribers.push_back(std::move(sub));\n }\n\n return EventSubscription(sub.id);\n}\n\nEventSubscription EventBus::subscribe(EventFilter filter,\n EventHandler handler) {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n Subscriber sub;\n sub.id = m_nextSubscriberId++;\n sub.handler = std::move(handler);\n sub.customFilter = std::move(filter);\n\n if (m_dispatchDepth > 0) {\n // Defer operation until dispatch completes\n PendingOperation op;\n op.type = PendingOperation::Type::Add;\n op.subscriber = sub;\n m_pendingOperations.push_back(std::move(op));\n } else {\n // Apply immediately\n m_subscribers.push_back(std::move(sub));\n }\n\n return EventSubscription(sub.id);\n}\n\nvoid EventBus::unsubscribe(const EventSubscription &subscription) {\n if (!subscription.isValid()) {\n return;\n }\n\n std::lock_guard<std::mutex> lock(m_mutex);\n\n if (m_dispatchDepth > 0) {\n // Defer operation until dispatch completes\n PendingOperation op;\n op.type = PendingOperation::Type::Remove;\n op.subscriptionId = subscription.getId();\n m_pendingOperations.push_back(std::move(op));\n } else {\n // Apply immediately\n m_subscribers.erase(\n std::remove_if(m_subscribers.begin(), m_subscribers.end(),\n [&subscription](const Subscriber &sub) {\n return sub.id == subscription.getId();\n }),\n m_subscribers.end());\n }\n}\n\nvoid EventBus::unsubscribeAll(EditorEventType type) {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n if (m_dispatchDepth > 0) {\n // Defer operation until dispatch completes\n PendingOperation op;\n op.type = PendingOperation::Type::RemoveByType;\n op.eventType = type;\n m_pendingOperations.push_back(std::move(op));\n } else {\n // Apply immediately\n m_subscribers.erase(\n std::remove_if(m_subscribers.begin(), m_subscribers.end(),\n [type](const Subscriber &sub) {\n return sub.typeFilter.has_value() &&\n sub.typeFilter.value() == type;\n }),\n m_subscribers.end());\n }\n}\n\nvoid EventBus::unsubscribeAll() {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n if (m_dispatchDepth > 0) {\n // Defer operation until dispatch completes\n PendingOperation op;\n op.type = PendingOperation::Type::RemoveAll;\n m_pendingOperations.push_back(std::move(op));\n } else {\n // Apply immediately\n m_subscribers.clear();\n }\n}\n\n// ============================================================================\n// Event History\n// ============================================================================\n\nvoid EventBus::setHistoryEnabled(bool enabled) {\n std::lock_guard<std::mutex> lock(m_mutex);\n m_historyEnabled = enabled;\n}\n\nstd::vector<std::string> EventBus::getRecentEvents(size_t count) const {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n if (count >= m_eventHistory.size()) {\n return m_eventHistory;\n }\n\n return std::vector<std::string>(m_eventHistory.end() -\n static_cast<std::ptrdiff_t>(count),\n m_eventHistory.end());\n}\n\nvoid EventBus::clearHistory() {\n std::lock_guard<std::mutex> lock(m_mutex);\n m_eventHistory.clear();\n}\n\n// ============================================================================\n// Configuration\n// ============================================================================\n\nvoid EventBus::setSynchronous(bool sync) { m_synchronous = sync; }\n\nbool EventBus::isSynchronous() const { return m_synchronous; }\n\n} // namespace NovelMind::editor\n",
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[2026-01-11T18:24:23.524Z] [INFO] {
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"content": " 1β†’#pragma once\n 2β†’\n 3β†’/**\n 4β†’ * @file qt_event_bus.hpp\n 5β†’ * @brief Qt-based Event Bus for editor communication\n 6β†’ *\n 7β†’ * Wraps the existing EventBus with Qt signals/slots for seamless\n 8β†’ * integration with Qt widgets.\n 9β†’ */\n 10β†’\n 11β†’#include <QObject>\n 12β†’#include <QString>\n 13β†’#include <QVariant>\n 14β†’#include <functional>\n 15β†’#include <memory>\n 16β†’\n 17β†’namespace NovelMind::editor::qt {\n 18β†’\n 19β†’/**\n 20β†’ * @brief Qt-compatible event types\n 21β†’ */\n 22β†’enum class QtEditorEventType {\n 23β†’ SelectionChanged,\n 24β†’ PropertyChanged,\n 25β†’ GraphNodeAdded,\n 26β†’ GraphNodeRemoved,\n 27β†’ GraphConnectionAdded,\n 28β†’ GraphConnectionRemoved,\n 29β†’ ProjectOpened,\n 30β†’ ProjectClosed,\n 31β†’ ProjectSaved,\n 32β†’ UndoPerformed,\n 33β†’ RedoPerformed,\n 34β†’ PlayModeStarted,\n 35β†’ PlayModeStopped,\n 36β†’ LogMessage,\n 37β†’ ErrorOccurred,\n 38β†’ AssetImported,\n 39β†’ AssetDeleted,\n 40β†’ AssetRenamed,\n 41β†’ Custom\n 42β†’};\n 43β†’\n 44β†’/**\n 45β†’ * @brief Qt-based event data\n 46β†’ */\n 47β†’struct QtEditorEvent {\n 48β†’ QtEditorEventType type = QtEditorEventType::Custom;\n 49β†’ QString source;\n 50β†’ QVariantMap data;\n 51β†’};\n 52β†’\n 53β†’/**\n 54β†’ * @brief Qt Event Bus singleton for editor-wide communication\n 55β†’ *\n 56β†’ * This class provides a Qt signals/slots based event system that integrates\n 57β†’ * with the existing C++ EventBus while providing Qt-native interfaces.\n 58β†’ */\n 59β†’class QtEventBus : public QObject {\n 60β†’ Q_OBJECT\n 61β†’\n 62β†’public:\n 63β†’ /**\n 64β†’ * @brief Get the singleton instance\n 65β†’ */\n 66β†’ static QtEventBus &instance();\n 67β†’\n 68β†’ /**\n 69β†’ * @brief Publish an event\n 70β†’ */\n 71β†’ void publish(const QtEditorEvent &event);\n 72β†’\n 73β†’ /**\n 74β†’ * @brief Convenience method to publish selection change\n 75β†’ */\n 76β†’ void publishSelectionChanged(const QStringList &selectedIds,\n 77β†’ const QString &selectionType);\n 78β†’\n 79β†’ /**\n 80β†’ * @brief Convenience method to publish property change\n 81β†’ */\n 82β†’ void publishPropertyChanged(const QString &objectId,\n 83β†’ const QString &propertyName,\n 84β†’ const QVariant &oldValue,\n 85β†’ const QVariant &newValue);\n 86β†’\n 87β†’ /**\n 88β†’ * @brief Convenience method to publish log message\n 89β†’ */\n 90β†’ void publishLogMessage(const QString &message, const QString &source,\n 91β†’ int level);\n 92β†’\n 93β†’ /**\n 94β†’ * @brief Convenience method to publish navigation request\n 95β†’ */\n 96β†’ void publishNavigationRequest(const QString &locationString);\n 97β†’\n 98β†’ /**\n 99β†’ * @brief Convenience method to publish graph node added\n 100β†’ */\n 101β†’ void publishGraphNodeAdded(const QString &nodeId, const QString &nodeType,\n 102β†’ const QVariantMap &nodeData);\n 103β†’\n 104β†’ /**\n 105β†’ * @brief Convenience method to publish graph node removed\n 106β†’ */\n 107β†’ void publishGraphNodeRemoved(const QString &nodeId);\n 108β†’\n 109β†’ /**\n 110β†’ * @brief Convenience method to publish graph connection added\n 111β†’ */\n 112β†’ void publishGraphConnectionAdded(const QString &connectionId,\n 113β†’ const QString &sourceNodeId,\n 114β†’ const QString &targetNodeId);\n 115β†’\n 116β†’ /**\n 117β†’ * @brief Convenience method to publish graph connection removed\n 118β†’ */\n 119β†’ void publishGraphConnectionRemoved(const QString &connectionId);\n 120β†’\n 121β†’ /**\n 122β†’ * @brief Convenience method to publish asset imported event\n 123β†’ */\n 124β†’ void publishAssetImported(const QString &assetPath, const QString &targetDir);\n 125β†’\n 126β†’ /**\n 127β†’ * @brief Convenience method to publish asset deleted event\n 128β†’ */\n 129β†’ void publishAssetDeleted(const QString &assetPath);\n 130β†’\n 131β†’ /**\n 132β†’ * @brief Convenience method to publish asset renamed event\n 133β†’ */\n 134β†’ void publishAssetRenamed(const QString &oldPath, const QString &newPath);\n 135β†’\n 136β†’signals:\n 137β†’ /**\n 138β†’ * @brief Emitted for all events\n 139β†’ */\n 140β†’ void eventPublished(const QtEditorEvent &event);\n 141β†’\n 142β†’ /**\n 143β†’ * @brief Emitted when selection changes\n 144β†’ */\n 145β†’ void selectionChanged(const QStringList &selectedIds,\n 146β†’ const QString &selectionType);\n 147β†’\n 148β†’ /**\n 149β†’ * @brief Emitted when a property changes\n 150β†’ */\n 151β†’ void propertyChanged(const QString &objectId, const QString &propertyName,\n 152β†’ const QVariant &oldValue, const QVariant &newValue);\n 153β†’\n 154β†’ /**\n 155β†’ * @brief Emitted when a project is opened\n 156β†’ */\n 157β†’ void projectOpened(const QString &projectPath);\n 158β†’\n 159β†’ /**\n 160β†’ * @brief Emitted when a project is closed\n 161β†’ */\n 162β†’ void projectClosed();\n 163β†’\n 164β†’ /**\n 165β†’ * @brief Emitted when a project is saved\n 166β†’ */\n 167β†’ void projectSaved(const QString &projectPath);\n 168β†’\n 169β†’ /**\n 170β†’ * @brief Emitted when undo is performed\n 171β†’ */\n 172β†’ void undoPerformed(const QString &actionDescription);\n 173β†’\n 174β†’ /**\n 175β†’ * @brief Emitted when redo is performed\n 176β†’ */\n 177β†’ void redoPerformed(const QString &actionDescription);\n 178β†’\n 179β†’ /**\n 180β†’ * @brief Emitted when play mode starts\n 181β†’ */\n 182β†’ void playModeStarted();\n 183β†’\n 184β†’ /**\n 185β†’ * @brief Emitted when play mode stops\n 186β†’ */\n 187β†’ void playModeStopped();\n 188β†’\n 189β†’ /**\n 190β†’ * @brief Emitted for log messages\n 191β†’ */\n 192β†’ void logMessage(const QString &message, const QString &source, int level);\n 193β†’\n 194β†’ /**\n 195β†’ * @brief Emitted on errors\n 196β†’ */\n 197β†’ void errorOccurred(const QString &message, const QString &details);\n 198β†’\n 199β†’ /**\n 200β†’ * @brief Emitted when navigation to a location is requested\n 201β†’ * @param locationString Location in format \"StoryGraph:node_id\" or\n 202β†’ * \"Script:path:line\"\n 203β†’ */\n 204β†’ void navigationRequested(const QString &locationString);\n 205β†’\n 206β†’ /**\n 207β†’ * @brief Emitted when a graph node is added\n 208β†’ */\n 209β†’ void graphNodeAdded(const QString &nodeId, const QString &nodeType,\n 210β†’ const QVariantMap &nodeData);\n 211β†’\n 212β†’ /**\n 213β†’ * @brief Emitted when a graph node is removed\n 214β†’ */\n 215β†’ void graphNodeRemoved(const QString &nodeId);\n 216β†’\n 217β†’ /**\n 218β†’ * @brief Emitted when a graph connection is added\n 219β†’ */\n 220β†’ void graphConnectionAdded(const QString &connectionId,\n 221β†’ const QString &sourceNodeId,\n 222β†’ const QString &targetNodeId);\n 223β†’\n 224β†’ /**\n 225β†’ * @brief Emitted when a graph connection is removed\n 226β†’ */\n 227β†’ void graphConnectionRemoved(const QString &connectionId);\n 228β†’\n 229β†’ /**\n 230β†’ * @brief Emitted when an asset is imported\n 231β†’ */\n 232β†’ void assetImported(const QString &assetPath, const QString &targetDir);\n 233β†’\n 234β†’ /**\n 235β†’ * @brief Emitted when an asset is deleted\n 236β†’ */\n 237β†’ void assetDeleted(const QString &assetPath);\n 238β†’\n 239β†’ /**\n 240β†’ * @brief Emitted when an asset is renamed\n 241β†’ */\n 242β†’ void assetRenamed(const QString &oldPath, const QString &newPath);\n 243β†’\n 244β†’private:\n 245β†’ QtEventBus();\n 246β†’ ~QtEventBus() override = default;\n 247β†’\n 248β†’ // Prevent copying\n 249β†’ QtEventBus(const QtEventBus &) = delete;\n 250β†’ QtEventBus &operator=(const QtEventBus &) = delete;\n 251β†’};\n 252β†’\n 253β†’} // namespace NovelMind::editor::qt\n 254β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "#pragma once\n\n/**\n * @file qt_event_bus.hpp\n * @brief Qt-based Event Bus for editor communication\n *\n * Wraps the existing EventBus with Qt signals/slots for seamless\n * integration with Qt widgets.\n */\n\n#include <QObject>\n#include <QString>\n#include <QVariant>\n#include <functional>\n#include <memory>\n\nnamespace NovelMind::editor::qt {\n\n/**\n * @brief Qt-compatible event types\n */\nenum class QtEditorEventType {\n SelectionChanged,\n PropertyChanged,\n GraphNodeAdded,\n GraphNodeRemoved,\n GraphConnectionAdded,\n GraphConnectionRemoved,\n ProjectOpened,\n ProjectClosed,\n ProjectSaved,\n UndoPerformed,\n RedoPerformed,\n PlayModeStarted,\n PlayModeStopped,\n LogMessage,\n ErrorOccurred,\n AssetImported,\n AssetDeleted,\n AssetRenamed,\n Custom\n};\n\n/**\n * @brief Qt-based event data\n */\nstruct QtEditorEvent {\n QtEditorEventType type = QtEditorEventType::Custom;\n QString source;\n QVariantMap data;\n};\n\n/**\n * @brief Qt Event Bus singleton for editor-wide communication\n *\n * This class provides a Qt signals/slots based event system that integrates\n * with the existing C++ EventBus while providing Qt-native interfaces.\n */\nclass QtEventBus : public QObject {\n Q_OBJECT\n\npublic:\n /**\n * @brief Get the singleton instance\n */\n static QtEventBus &instance();\n\n /**\n * @brief Publish an event\n */\n void publish(const QtEditorEvent &event);\n\n /**\n * @brief Convenience method to publish selection change\n */\n void publishSelectionChanged(const QStringList &selectedIds,\n const QString &selectionType);\n\n /**\n * @brief Convenience method to publish property change\n */\n void publishPropertyChanged(const QString &objectId,\n const QString &propertyName,\n const QVariant &oldValue,\n const QVariant &newValue);\n\n /**\n * @brief Convenience method to publish log message\n */\n void publishLogMessage(const QString &message, const QString &source,\n int level);\n\n /**\n * @brief Convenience method to publish navigation request\n */\n void publishNavigationRequest(const QString &locationString);\n\n /**\n * @brief Convenience method to publish graph node added\n */\n void publishGraphNodeAdded(const QString &nodeId, const QString &nodeType,\n const QVariantMap &nodeData);\n\n /**\n * @brief Convenience method to publish graph node removed\n */\n void publishGraphNodeRemoved(const QString &nodeId);\n\n /**\n * @brief Convenience method to publish graph connection added\n */\n void publishGraphConnectionAdded(const QString &connectionId,\n const QString &sourceNodeId,\n const QString &targetNodeId);\n\n /**\n * @brief Convenience method to publish graph connection removed\n */\n void publishGraphConnectionRemoved(const QString &connectionId);\n\n /**\n * @brief Convenience method to publish asset imported event\n */\n void publishAssetImported(const QString &assetPath, const QString &targetDir);\n\n /**\n * @brief Convenience method to publish asset deleted event\n */\n void publishAssetDeleted(const QString &assetPath);\n\n /**\n * @brief Convenience method to publish asset renamed event\n */\n void publishAssetRenamed(const QString &oldPath, const QString &newPath);\n\nsignals:\n /**\n * @brief Emitted for all events\n */\n void eventPublished(const QtEditorEvent &event);\n\n /**\n * @brief Emitted when selection changes\n */\n void selectionChanged(const QStringList &selectedIds,\n const QString &selectionType);\n\n /**\n * @brief Emitted when a property changes\n */\n void propertyChanged(const QString &objectId, const QString &propertyName,\n const QVariant &oldValue, const QVariant &newValue);\n\n /**\n * @brief Emitted when a project is opened\n */\n void projectOpened(const QString &projectPath);\n\n /**\n * @brief Emitted when a project is closed\n */\n void projectClosed();\n\n /**\n * @brief Emitted when a project is saved\n */\n void projectSaved(const QString &projectPath);\n\n /**\n * @brief Emitted when undo is performed\n */\n void undoPerformed(const QString &actionDescription);\n\n /**\n * @brief Emitted when redo is performed\n */\n void redoPerformed(const QString &actionDescription);\n\n /**\n * @brief Emitted when play mode starts\n */\n void playModeStarted();\n\n /**\n * @brief Emitted when play mode stops\n */\n void playModeStopped();\n\n /**\n * @brief Emitted for log messages\n */\n void logMessage(const QString &message, const QString &source, int level);\n\n /**\n * @brief Emitted on errors\n */\n void errorOccurred(const QString &message, const QString &details);\n\n /**\n * @brief Emitted when navigation to a location is requested\n * @param locationString Location in format \"StoryGraph:node_id\" or\n * \"Script:path:line\"\n */\n void navigationRequested(const QString &locationString);\n\n /**\n * @brief Emitted when a graph node is added\n */\n void graphNodeAdded(const QString &nodeId, const QString &nodeType,\n const QVariantMap &nodeData);\n\n /**\n * @brief Emitted when a graph node is removed\n */\n void graphNodeRemoved(const QString &nodeId);\n\n /**\n * @brief Emitted when a graph connection is added\n */\n void graphConnectionAdded(const QString &connectionId,\n const QString &sourceNodeId,\n const QString &targetNodeId);\n\n /**\n * @brief Emitted when a graph connection is removed\n */\n void graphConnectionRemoved(const QString &connectionId);\n\n /**\n * @brief Emitted when an asset is imported\n */\n void assetImported(const QString &assetPath, const QString &targetDir);\n\n /**\n * @brief Emitted when an asset is deleted\n */\n void assetDeleted(const QString &assetPath);\n\n /**\n * @brief Emitted when an asset is renamed\n */\n void assetRenamed(const QString &oldPath, const QString &newPath);\n\nprivate:\n QtEventBus();\n ~QtEventBus() override = default;\n\n // Prevent copying\n QtEventBus(const QtEventBus &) = delete;\n QtEventBus &operator=(const QtEventBus &) = delete;\n};\n\n} // namespace NovelMind::editor::qt\n",
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[2026-01-11T18:24:23.553Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01EDhtfgQt3WBieVuS7rML5d","type":"tool_result","content":" 1β†’#include \"NovelMind/editor/qt/qt_event_bus.hpp\"\n 2β†’\n 3β†’namespace NovelMind::editor::qt {\n 4β†’\n 5β†’// Thread-local flag to prevent re-entrance during signal emission\n 6β†’thread_local bool g_publishingEvent = false;\n 7β†’\n 8β†’QtEventBus &QtEventBus::instance() {\n 9β†’ static QtEventBus instance;\n 10β†’ return instance;\n 11β†’}\n 12β†’\n 13β†’QtEventBus::QtEventBus() : QObject(nullptr) {}\n 14β†’\n 15β†’void QtEventBus::publish(const QtEditorEvent &event) {\n 16β†’ // Prevent re-entrance if a signal handler calls publish() again\n 17β†’ if (g_publishingEvent) {\n 18β†’ return;\n 19β†’ }\n 20β†’\n 21β†’ g_publishingEvent = true;\n 22β†’ emit eventPublished(event);\n 23β†’\n 24β†’ // Emit type-specific signals\n 25β†’ switch (event.type) {\n 26β†’ case QtEditorEventType::SelectionChanged:\n 27β†’ emit selectionChanged(event.data.value(\"selectedIds\").toStringList(),\n 28β†’ event.data.value(\"selectionType\").toString());\n 29β†’ break;\n 30β†’\n 31β†’ case QtEditorEventType::PropertyChanged:\n 32β†’ emit propertyChanged(event.data.value(\"objectId\").toString(),\n 33β†’ event.data.value(\"propertyName\").toString(),\n 34β†’ event.data.value(\"oldValue\"),\n 35β†’ event.data.value(\"newValue\"));\n 36β†’ break;\n 37β†’\n 38β†’ case QtEditorEventType::ProjectOpened:\n 39β†’ emit projectOpened(event.data.value(\"projectPath\").toString());\n 40β†’ break;\n 41β†’\n 42β†’ case QtEditorEventType::ProjectClosed:\n 43β†’ emit projectClosed();\n 44β†’ break;\n 45β†’\n 46β†’ case QtEditorEventType::ProjectSaved:\n 47β†’ emit projectSaved(event.data.value(\"projectPath\").toString());\n 48β†’ break;\n 49β†’\n 50β†’ case QtEdit
[2026-01-11T18:24:23.565Z] [INFO] orEventType::UndoPerformed:\n 51β†’ emit undoPerformed(event.data.value(\"actionDescription\").toString());\n 52β†’ break;\n 53β†’\n 54β†’ case QtEditorEventType::RedoPerformed:\n 55β†’ emit redoPerformed(event.data.value(\"actionDescription\").toString());\n 56β†’ break;\n 57β†’\n 58β†’ case QtEditorEventType::PlayModeStarted:\n 59β†’ emit playModeStarted();\n 60β†’ break;\n 61β†’\n 62β†’ case QtEditorEventType::PlayModeStopped:\n 63β†’ emit playModeStopped();\n 64β†’ break;\n 65β†’\n 66β†’ case QtEditorEventType::LogMessage:\n 67β†’ emit logMessage(event.data.value(\"message\").toString(),\n 68β†’ event.data.value(\"source\").toString(),\n 69β†’ event.data.value(\"level\").toInt());\n 70β†’ break;\n 71β†’\n 72β†’ case QtEditorEventType::ErrorOccurred:\n 73β†’ emit errorOccurred(event.data.value(\"message\").toString(),\n 74β†’ event.data.value(\"details\").toString());\n 75β†’ break;\n 76β†’\n 77β†’ case QtEditorEventType::GraphNodeAdded:\n 78β†’ emit graphNodeAdded(event.data.value(\"nodeId\").toString(),\n 79β†’ event.data.value(\"nodeType\").toString(),\n 80β†’ event.data.value(\"nodeData\").toMap());\n 81β†’ break;\n 82β†’\n 83β†’ case QtEditorEventType::GraphNodeRemoved:\n 84β†’ emit graphNodeRemoved(event.data.value(\"nodeId\").toString());\n 85β†’ break;\n 86β†’\n 87β†’ case QtEditorEventType::GraphConnectionAdded:\n 88β†’ emit graphConnectionAdded(event.data.value(\"connectionId\").toString(),\n 89β†’ event.data.value(\"sourceNodeId\").toString(),\n 90β†’ event.data.value(\"targetNodeId\").toString());\n 91β†’ break;\n 92β†’\n 93β†’ case QtEditorEventType::GraphConnectionRemoved:\n 94β†’ emit graphConnectionRemoved(event.data.value(\"connectionId\").toString());\n 95β†’ break;\n 96β†’\n 97β†’ case QtEditorEventType::AssetImported:\n 98β†’ emit assetImported(event.data.value(\"assetPath\").toString(),\n 99β†’ event.data.value(\"targetDir\").toString());\n 100β†’ break;\n 101β†’\n 102β†’ case QtEditorEventType::AssetDeleted:\n 103β†’ emit assetDeleted(event.data.value(\"assetPath\").toString());\n 104β†’ break;\n 105β†’\n 106β†’ case QtEditorEventType::AssetRenamed:\n 107β†’ emit assetRenamed(event.data.value(\"oldPath\").toString(),\n 108β†’ event.data.value(\"newPath\").toString());\n 109β†’ break;\n 110β†’\n 111β†’ default:\n 112β†’ break;\n 113β†’ }\n 114β†’\n 115β†’ g_publishingEvent = false;\n 116β†’}\n 117β†’\n 118β†’void QtEventBus::publishSelectionChanged(const QStringList &selectedIds,\n 119β†’ const QString &selectionType) {\n 120β†’ QtEditorEvent event;\n 121β†’ event.type = QtEditorEventType::SelectionChanged;\n 122β†’ event.data[\"selectedIds\"] = selectedIds;\n 123β†’ event.data[\"selectionType\"] = selectionType;\n 124β†’ publish(event);\n 125β†’}\n 126β†’\n 127β†’void QtEventBus::publishPropertyChanged(const QString &objectId,\n 128β†’ const QString &propertyName,\n 129β†’ const QVariant &oldValue,\n 130β†’ const QVariant &newValue) {\n 131β†’ QtEditorEvent event;\n 132β†’ event.type = QtEditorEventType::PropertyChanged;\n 133β†’ event.data[\"objectId\"] = objectId;\n 134β†’ event.data[\"propertyName\"] = propertyName;\n 135β†’ event.data[\"oldValue\"] = oldValue;\n 136β†’ event.data[\"newValue\"] = newValue;\n 137β†’ publish(event);\n 138β†’}\n 139β†’\n 140β†’void QtEventBus::publishLogMessage(const QString &message,\n 141β†’ const QString &source, int level) {\n 142β†’ QtEditorEvent event;\n 143β†’ event.type = QtEditorEventType::LogMessage;\n 144β†’ event.data[\"message\"] = message;\n 145β†’ event.data[\"source\"] = source;\n 146β†’ event.data[\"level\"] = level;\n 147β†’ publish(event);\n 148β†’}\n 149β†’\n 150β†’void QtEventBus::publishNavigationRequest(const QString &locationString) {\n 151β†’ emit navigationRequested(locationString);\n 152β†’}\n 153β†’\n 154β†’void QtEventBus::publishGraphNodeAdded(const QString &nodeId,\n 155β†’ const QString &nodeType,\n 156β†’ const QVariantMap &nodeData) {\n 157β†’ QtEditorEvent event;\n 158β†’ event.type = QtEditorEventType::GraphNodeAdded;\n 159β†’ event.data[\"nodeId\"] = nodeId;\n 160β†’ event.data[\"nodeType\"] = nodeType;\n 161β†’ event.data[\"nodeData\"] = nodeData;\n 162β†’ publish(event);\n 163β†’}\n 164β†’\n 165β†’void QtEventBus::publishGraphNodeRemoved(const QString &nodeId) {\n 166β†’ QtEditorEvent event;\n 167β†’ event.type = QtEditorEventType::GraphNodeRemoved;\n 168β†’ event.data[\"nodeId\"] = nodeId;\n 169β†’ publish(event);\n 170β†’}\n 171β†’\n 172β†’void QtEventBus::publishGraphConnectionAdded(const QString &connectionId,\n 173β†’ const QString &sourceNodeId,\n 174β†’ const QString &targetNodeId) {\n 175β†’ QtEditorEvent event;\n 176β†’ event.type = QtEditorEventType::GraphConnectionAdded;\n 177β†’ event.data[\"connectionId\"] = connectionId;\n 178β†’ event.data[\"sourceNodeId\"] = sourceNodeId;\n 179β†’ event.data[\"targetNodeId\"] = targetNodeId;\n 180β†’ publish(event);\n 181β†’}\n 182β†’\n 183β†’void QtEventBus::publishGraphConnectionRemoved(const QString &connectionId) {\n 184β†’ QtEditorEvent event;\n 185β†’ event.type = QtEditorEventType::GraphConnectionRemoved;\n 186β†’ event.data[\"connectionId\"] = connectionId;\n 187β†’ publish(event);\n 188β†’}\n 189β†’\n 190β†’void QtEventBus::publishAssetImported(const QString &assetPath,\n 191β†’ const QString &targetDir) {\n 192β†’ QtEditorEvent event;\n 193β†’ event.type = QtEditorEventType::AssetImported;\n 194β†’ event.source = \"AssetPipeline\";\n 195β†’ event.data[\"assetPath\"] = assetPath;\n 196β†’ event.data[\"targetDir\"] = targetDir;\n 197β†’ publish(event);\n 198β†’}\n 199β†’\n 200β†’void QtEventBus::publishAssetDeleted(const QString &assetPath) {\n 201β†’ QtEditorEvent event;\n 202β†’ event.type = QtEditorEventType::AssetDeleted;\n 203β†’ event.source = \"AssetPipeline\";\n 204β†’ event.data[\"assetPath\"] = assetPath;\n 205β†’ publish(event);\n 206β†’}\n 207β†’\n 208β†’void QtEventBus::publishAssetRenamed(const QString &oldPath,\n 209β†’ const QString &newPath) {\n 210β†’ QtEditorEvent event;\n 211β†’ event.type = QtEditorEventType::AssetRenamed;\n 212β†’ event.source = \"AssetPipeline\";\n 213β†’ event.data[\"oldPath\"] = oldPath;\n 214β†’ event.data[\"newPath\"] = newPath;\n 215β†’ publish(event);\n 216β†’}\n 217β†’\n 218β†’} // namespace NovelMind::editor::qt\n 219β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":"toolu_01KPsmD37vLRrR84JLBcsx7j","session_id":"5507650e-d176-48f7-b1da-4d1442ecd97e","uuid":"c9cbafb1-9f4a-43d2-9163-627b7c195549","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768155806997/editor/src/qt/qt_event_bus.cpp","content":"#include \"NovelMind/editor/qt/qt_event_bus.hpp\"\n\nnamespace NovelMind::editor::qt {\n\n// Thread-local flag to prevent re-entrance during signal emission\nthread_local bool g_publishingEvent = false;\n\nQtEventBus &QtEventBus::instance() {\n static QtEventBus instance;\n return instance;\n}\n\nQtEventBus::QtEventBus() : QObject(nullptr) {}\n\nvoid QtEventBus::publish(const QtEditorEvent &event) {\n // Prevent re-entrance if a signal handler calls publish() again\n if (g_publishingEvent) {\n return;\n }\n\n g_publishingEvent = true;\n emit eventPublished(event);\n\n // Emit type-specific signals\n switch (event.type) {\n case QtEditorEventType::SelectionChanged:\n emit selectionChanged(event.data.value(\"selectedIds\").toStringList(),\n event.data.value(\"selectionType\").toString());\n break;\n\n case QtEditorEventType::PropertyChanged:\n emit propertyChanged(event.data.value(\"objectId\").toString(),\n event.data.value(\"propertyName\").toString(),\n event.data.value(\"oldValue\"),\n event.data.value(\"newValue\"));\n break;\n\n case QtEditorEventType::ProjectOpened:\n emit projectOpened(event.data.value(\"projectPath\").toString());\n break;\n\n case QtEditorEventType::ProjectClosed:\n emit projectClosed();\n break;\n\n case QtEditorEventType::ProjectSaved:\n emit projectSaved(event.data.value(\"projectPath\").toString());\n break;\n\n case QtEditorEventType::UndoPerformed:\n emit undoPerformed(event.data.value(\"actionDescription\").toString());\n break;\n\n case QtEditorEventType::RedoPerformed:\n emit redoPerformed(event.data.value(\"actionDescription\").toString());\n break;\n\n case QtEditorEventType::PlayModeStarted:\n emit playModeStarted();\n break;\n\n case QtEditorEventType::PlayModeStopped:\n emit playModeStopped();\n break;\n\n case QtEditorEventType::LogMessage:\n emit logMessage(event.data.value(\"message\").toString(),\n event.data.value(\"source\").toString(),\n event.data.value(\"level\").toInt());\n break;\n\n case QtEditorEventType::ErrorOccurred:\n emit errorOccurred(event.data.value(\"message\").toString(),\n event.data.value(\"details\").toString());\n break;\n\n case QtEditorEventType::GraphNodeAdded:\n emit graphNodeAdded(event.data.value(\"nodeId\").toString(),\n event.data.value(\"nodeType\").toString(),\n event.data.value(\"nodeData\").toMap());\n break;\n\n case QtEditorEventType::GraphNodeRemoved:\n emit graphNodeRemoved(event.data.value(\"nodeId\").toString());\n break;\n\n case QtEditorEventType::GraphConnectionAdded:\n emit graphConnectionAdded(event.data.value(\"connectionId\").toString(),\n event.data.value(\"sourceNodeId\").toString(),\n event.data.value(\"targetNodeId\").toString());\n break;\n\n case QtEditorEventType::GraphConnectionRemoved:\n emit graphConnectionRemoved(event.data.value(\"connectionId\").toString());\n break;\n\n case QtEditorEventType::AssetImported:\n emit assetImported(event.data.value(\"assetPath\").toString(),\n event.data.value(\"targetDir\").toString());\n break;\n\n case QtEditorEventType::AssetDeleted:\n emit assetDeleted(event.data.value(\"assetPath\").toString());\n break;\n\n case QtEditorEventType::AssetRenamed:\n emit assetRenamed(event.data.value(\"oldPath\").toString(),\n event.data.value(\"newPath\").toString());\n break;\n\n default:\n break;\n }\n\n g_publishingEvent = false;\n}\n\nvoid QtEventBus::publishSelectionChanged(const QStringList &selectedIds,\n const QString &selectionType) {\n QtEditorEvent event;\n event.type = QtEditorEventType::SelectionChanged;\n event.data[\"selectedIds\"] = selectedIds;\n event.data[\"selectionType\"] = selectionType;\n publish(event);\n}\n\nvoid QtEventBus::publishPropertyChanged(const QString &objectId,\n const QString &propertyName,\n const QVariant &oldValue,\n const QVariant &newValue) {\n QtEditorEvent event;\n event.type = QtEditorEventType::PropertyChanged;\n event.data[\"objectId\"] = objectId;\n event.data[\"propertyName\"] = propertyName;\n event.data[\"oldValue\"] = oldValue;\n event.data[\"newValue\"] = newValue;\n publish(event);\n}\n\nvoid QtEventBus::publishLogMessage(const QString &message,\n const QString &source, int level) {\n QtEditorEvent event;\n event.type = QtEditorEventType::LogMessage;\n event.data[\"message\"] = message;\n event.data[\"source\"] = source;\n event.data[\"level\"] = level;\n publish(event);\n}\n\nvoid QtEventBus::publishNavigationRequest(const QString &locationString) {\n emit navigationRequested(locationString);\n}\n\nvoid QtEventBus::publishGraphNodeAdded(const QString &nodeId,\n const QString &nodeType,\n const QVariantMap &nodeData) {\n QtEditorEvent event;\n event.type = QtEditorEventType::GraphNodeAdded;\n event.data[\"nodeId\"] = nodeId;\n event.data[\"nodeType\"] = nodeType;\n event.data[\"nodeData\"] = nodeData;\n publish(event);\n}\n\nvoid QtEventBus::publishGraphNodeRemoved(const QString &nodeId) {\n QtEditorEvent event;\n event.type = QtEditorEventType::GraphNodeRemoved;\n event.data[\"nodeId\"] = nodeId;\n publish(event);\n}\n\nvoid QtEventBus::publishGraphConnectionAdded(const QString &connectionId,\n const QString &sourceNodeId,\n const QString &targetNodeId) {\n QtEditorEvent event;\n event.type = QtEditorEventType::GraphConnectionAdded;\n event.data[\"connectionId\"] = connectionId;\n event.data[\"sourceNodeId\"] = sourceNodeId;\n event.data[\"targetNodeId\"] = targetNodeId;\n publish(event);\n}\n\nvoid QtEventBus::publishGraphConnectionRemoved(const QString &connectionId) {\n QtEditorEvent event;\n event.type = QtEditorEventType::GraphConnectionRemoved;\n event.data[\"connectionId\"] = connectionId;\n publish(event);\n}\n\nvoid QtEventBus::publishAssetImported(const QString &assetPath,\n const QString &targetDir) {\n QtEditorEvent event;\n event.type = QtEditorEventType::AssetImported;\n event.source = \"AssetPipeline\";\n event.data[\"assetPath\"] = assetPath;\n event.data[\"targetDir\"] = targetDir;\n publish(event);\n}\n\nvoid QtEventBus::publishAssetDeleted(const QString &assetPath) {\n QtEditorEvent event;\n event.type = QtEditorEventType::AssetDeleted;\n event.source = \"AssetPipeline\";\n event.data[\"assetPath\"] = assetPath;\n publish(event);\n}\n\nvoid QtEventBus::publishAssetRenamed(const QString &oldPath,\n const QString &newPath) {\n QtEditorEvent event;\n event.type = QtEditorEventType::AssetRenamed;\n event.source = \"AssetPipeline\";\n event.data[\"oldPath\"] = oldPath;\n event.data[\"newPath\"] = newPath;\n publish(event);\n}\n\n} // namespace NovelMind::editor::qt\n","numLines":219,"startLine":1,"totalLines":219}}}
[2026-01-11T18:24:23.576Z] [INFO] {
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"tool_use_id": "toolu_013FRyzx89ut4pfxdVB1HLKY",
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"content": " 1β†’/**\n 2β†’ * @file test_event_bus.cpp\n 3β†’ * @brief Unit tests for EventBus performance and thread safety\n 4β†’ *\n 5β†’ * Tests for Issue #468: EventBus performance optimization\n 6β†’ * - Performance test for dispatch without copying\n 7β†’ * - Thread safety test for modification during dispatch\n 8β†’ */\n 9β†’\n 10β†’#include <catch2/catch_test_macros.hpp>\n 11β†’#include <catch2/benchmark/catch_benchmark.hpp>\n 12β†’\n 13β†’#include \"NovelMind/editor/event_bus.hpp\"\n 14β†’#include <chrono>\n 15β†’#include <thread>\n 16β†’#include <atomic>\n 17β†’\n 18β†’using namespace NovelMind::editor;\n 19β†’\n 20β†’// ============================================================================\n 21β†’// Helper Events\n 22β†’// ============================================================================\n 23β†’\n 24β†’struct TestEvent : EditorEvent {\n 25β†’ int value = 0;\n 26β†’ TestEvent() : EditorEvent(EditorEventType::Custom) {}\n 27β†’\n 28β†’ [[nodiscard]] std::string getDescription() const override {\n 29β†’ return \"TestEvent: \" + std::to_string(value);\n 30β†’ }\n 31β†’};\n 32β†’\n 33β†’// ============================================================================\n 34β†’// Performance Tests\n 35β†’// ============================================================================\n 36β†’\n 37β†’TEST_CASE(\"EventBus: Dispatch performance without copy\",\n 38β†’ \"[unit][editor][eventbus][perf]\") {\n 39β†’ EventBus bus;\n 40β†’\n 41β†’ SECTION(\"Performance with 100 subscribers\") {\n 42β†’ // Subscribe 100 handlers\n 43β†’ std::vector<EventSubscription> subscriptions;\n 44β†’ std::atomic<int> callCount{0};\n 45β†’\n 46β†’ for (int i = 0; i < 100; i++) {\n 47β†’ auto sub = bus.subscribe([&callCount](const EditorEvent &) {\n 48β†’ callCount++;\n 49β†’ });\n 50β†’ subscriptions.push_back(sub);\n 51β†’ }\n 52β†’\n 53β†’ // Dispatch 1000 events and measure time\n 54β†’ auto start = std::chrono::high_resolution_clock::now();\n 55β†’\n 56β†’ for (int i = 0; i < 1000; i++) {\n 57β†’ TestEvent event;\n 58β†’ event.value = i;\n 59β†’ bus.publish(event);\n 60β†’ }\n 61β†’\n 62β†’ auto end = std::chrono::high_resolution_clock::now();\n 63β†’ auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start);\n 64β†’\n 65β†’ // Verify all events were dispatched\n 66β†’ REQUIRE(callCount == 100 * 1000);\n 67β†’\n 68β†’ // Performance should be reasonable (less than 500ms for 100k handler calls)\n 69β†’ REQUIRE(duration.count() < 500);\n 70β†’\n 71β†’ // Clean up\n 72β†’ for (auto &sub : subscriptions) {\n 73β†’ bus.unsubscribe(sub);\n 74β†’ }\n 75β†’ }\n 76β†’\n 77β†’ SECTION(\"No allocation during dispatch\") {\n 78β†’ // This test verifies that dispatch doesn't copy the subscriber list\n 79β†’ std::atomic<int> eventCount{0};\n 80β†’\n 81β†’ // Add 50 subscribers\n 82β†’ std::vector<EventSubscription> subscriptions;\n 83β†’ for (int i = 0; i < 50; i++) {\n 84β†’ auto sub = bus.subscribe([&eventCount](const EditorEvent &) {\n 85β†’ eventCount++;\n 86β†’ });\n 87β†’ subscriptions.push_back(sub);\n 88β†’ }\n 89β†’\n 90β†’ // Dispatch events - should not copy subscriber list\n 91β†’ for (int i = 0; i < 100; i++) {\n 92β†’ TestEvent event;\n 93β†’ bus.publish(event);\n 94β†’ }\n 95β†’\n 96β†’ REQUIRE(eventCount == 50 * 100);\n 97β†’\n 98β†’ // Clean up\n 99β†’ for (auto &sub : subscriptions) {\n 100β†’ bus.unsubscribe(sub);\n 101β†’ }\n 102β†’ }\n 103β†’}\n 104β†’\n 105β†’// ============================================================================\n 106β†’// Thread Safety Tests\n 107β†’// ============================================================================\n 108β†’\n 109β†’TEST_CASE(\"EventBus: Modify subscribers during dispatch\",\n 110β†’ \"[unit][editor][eventbus][thread-safety]\") {\n 111β†’ EventBus bus;\n 112β†’\n 113β†’ SECTION(\"Subscribe during event handling\") {\n 114β†’ std::atomic<int> eventCount{0};\n 115β†’ std::atomic<int> newSubscriberEvents{0};\n 116β†’ EventSubscription newSub;\n 117β†’\n 118β†’ // Create handler that subscribes during dispatch\n 119β†’ auto sub1 = bus.subscribe([&](const EditorEvent &event) {\n 120β†’ eventCount++;\n 121β†’\n 122β†’ // Subscribe a new handler during first event\n 123β†’ if (eventCount == 1) {\n 124β†’ newSub = bus.subscribe([&newSubscriberEvents](const EditorEvent &) {\n 125β†’ newSubscriberEvents++;\n 126β†’ });\n 127β†’ }\n 128β†’ });\n 129β†’\n 130β†’ // Dispatch first event - should trigger new subscription\n 131β†’ TestEvent event1;\n 132β†’ bus.publish(event1);\n 133β†’ REQUIRE(eventCount == 1);\n 134β†’ REQUIRE(newSubscriberEvents == 0); // New subscriber not called yet\n 135β†’\n 136β†’ // Dispatch second event - new subscriber should be called now\n 137β†’ TestEvent event2;\n 138β†’ bus.publish(event2);\n 139β†’ REQUIRE(eventCount == 2);\n 140β†’ REQUIRE(newSubscriberEvents == 1); // New subscriber called\n 141β†’\n 142β†’ // Clean up\n 143β†’ bus.unsubscribe(sub1);\n 144β†’ bus.unsubscribe(newSub);\n 145β†’ }\n 146β†’\n 147β†’ SECTION(\"Unsubscribe during event handling\") {\n 148β†’ std::atomic<int> event1Count{0};\n 149β†’ std::atomic<int> event2Count{0};\n 150β†’ EventSubscription sub1, sub2;\n 151β†’\n 152β†’ // Create handler that unsubscribes another handler\n 153β†’ sub1 = bus.subscribe([&](const EditorEvent &) {\n 154β†’ event1Count++;\n 155β†’ if (event1Count == 1) {\n 156β†’ // Unsubscribe sub2 during dispatch\n 157β†’ bus.unsubscribe(sub2);\n 158β†’ }\n 159β†’ });\n 160β†’\n 161β†’ sub2 = bus.subscribe([&event2Count](const EditorEvent &) {\n 162β†’ event2Count++;\n 163β†’ });\n 164β†’\n 165β†’ // Dispatch first event\n 166β†’ TestEvent event1;\n 167β†’ bus.publish(event1);\n 168β†’ REQUIRE(event1Count == 1);\n 169β†’ REQUIRE(event2Count == 1); // sub2 still called during first dispatch\n 170β†’\n 171β†’ // Dispatch second event - sub2 should not be called\n 172β†’ TestEvent event2;\n 173β†’ bus.publish(event2);\n 174β†’ REQUIRE(event1Count == 2);\n 175β†’ REQUIRE(event2Count == 1); // sub2 not called (was unsubscribed)\n 176β†’\n 177β†’ // Clean up\n 178β†’ bus.unsubscribe(sub1);\n 179β†’ }\n 180β†’\n 181β†’ SECTION(\"Multiple modifications during nested dispatch\") {\n 182β†’ std::atomic<int> outerCount{0};\n 183β†’ std::atomic<int> innerCount{0};\n 184β†’ std::atomic<int> newSubCount{0};\n 185β†’ EventSubscription outerSub, innerSub, newSub;\n 186β†’\n 187β†’ // Outer handler that triggers nested dispatch\n 188β†’ outerSub = bus.subscribe([&](const EditorEvent &event) {\n 189β†’ outerCount++;\n 190β†’\n 191β†’ // Trigger nested dispatch on first event\n 192β†’ if (outerCount == 1) {\n 193β†’ TestEvent nestedEvent;\n 194β†’ nestedEvent.value = 999;\n 195β†’ bus.publish(nestedEvent);\n 196β†’ }\n 197β†’ });\n 198β†’\n 199β†’ // Inner handler that modifies subscriptions during nested dispatch\n 200β†’ innerSub = bus.subscribe([&](const EditorEvent &event) {\n 201β†’ const TestEvent *testEvent = dynamic_cast<const TestEvent *>(&event);\n 202β†’ if (testEvent && testEvent->value == 999) {\n 203β†’ innerCount++;\n 204β†’\n 205β†’ // Add new subscriber during nested dispatch\n 206β†’ newSub = bus.subscribe([&newSubCount](const EditorEvent &) {\n 207β†’ newSubCount++;\n 208β†’ });\n 209β†’ }\n 210β†’ });\n 211β†’\n 212β†’ // Dispatch outer event - triggers nested dispatch\n 213β†’ TestEvent outerEvent;\n 214β†’ outerEvent.value = 1;\n 215β†’ bus.publish(outerEvent);\n 216β†’\n 217β†’ REQUIRE(outerCount == 2); // Called twice (outer + nested)\n 218β†’ REQUIRE(innerCount == 1); // Called once (nested only)\n 219β†’ REQUIRE(newSubCount == 0); // Not called yet\n 220β†’\n 221β†’ // Dispatch another event - new subscriber should be active\n 222β†’ TestEvent finalEvent;\n 223β†’ bus.publish(finalEvent);\n 224β†’ REQUIRE(newSubCount == 1); // New subscriber called\n 225β†’\n 226β†’ // Clean up\n 227β†’ bus.unsubscribe(outerSub);\n 228β†’ bus.unsubscribe(innerSub);\n 229β†’ bus.unsubscribe(newSub);\n 230β†’ }\n 231β†’\n 232β†’ SECTION(\"UnsubscribeAll during dispatch\") {\n 233β†’ std::atomic<int> count1{0};\n 234β†’ std::atomic<int> count2{0};\n 235β†’ std::atomic<int> count3{0};\n 236β†’\n 237β†’ auto sub1 = bus.subscribe(EditorEventType::SelectionChanged,\n 238β†’ [&count1](const EditorEvent &) { count1++; });\n 239β†’ auto sub2 = bus.subscribe(EditorEventType::SelectionChanged,\n 240β†’ [&count2](const EditorEvent &) { count2++; });\n 241β†’ auto sub3 = bus.subscribe(EditorEventType::PropertyChanged,\n 242β†’ [&count3](const EditorEvent &) { count3++; });\n 243β†’\n 244β†’ // Handler that unsubscribes all SelectionChanged handlers\n 245β†’ auto subUnsubscriber = bus.subscribe([&](const EditorEvent &event) {\n 246β†’ if (event.type == EditorEventType::SelectionChanged) {\n 247β†’ bus.unsubscribeAll(EditorEventType::SelectionChanged);\n 248β†’ }\n 249β†’ });\n 250β†’\n 251β†’ // Dispatch SelectionChanged event\n 252β†’ SelectionChangedEvent selEvent;\n 253β†’ bus.publish(selEvent);\n 254β†’\n 255β†’ // All handlers called during first dispatch\n 256β†’ REQUIRE(count1 >= 1);\n 257β†’ REQUIRE(count2 >= 1);\n 258β†’\n 259β†’ // Dispatch again - SelectionChanged handlers should be gone\n 260β†’ SelectionChangedEvent selEvent2;\n 261β†’ bus.publish(selEvent2);\n 262β†’\n 263β†’ // Count should not increase (handlers were removed)\n 264β†’ int finalCount1 = count1;\n 265β†’ int finalCount2 = count2;\n 266β†’\n 267β†’ selEvent2.selectedIds.push_back(\"test\");\n 268β†’ bus.publish(selEvent2);\n 269β†’\n 270β†’ REQUIRE(count1 == finalCount1); // No increase\n 271β†’ REQUIRE(count2 == finalCount2); // No increase\n 272β†’\n 273β†’ // PropertyChanged handler should still work\n 274β†’ PropertyChangedEvent propEvent;\n 275β†’ bus.publish(propEvent);\n 276β†’ REQUIRE(count3 >= 1);\n 277β†’\n 278β†’ // Clean up\n 279β†’ bus.unsubscribe(subUnsubscriber);\n 280β†’ bus.unsubscribe(sub3);\n 281β†’ }\n 282β†’}\n 283β†’\n 284β†’// ============================================================================\n 285β†’// Concurrent Dispatch Tests (Issue #569)\n 286β†’// ============================================================================\n 287β†’\n 288β†’TEST_CASE(\"EventBus: Concurrent dispatch from multiple threads\",\n 289β†’ \"[unit][editor][eventbus][concurrent][thread-safety]\") {\n 290β†’ EventBus bus;\n 291β†’\n 292β†’ SECTION(\"Multiple threads dispatching simultaneously\") {\n 293β†’ std::atomic<int> eventCount{0};\n 294β†’ std::atomic<int> handlerCallCount{0};\n 295β†’\n 296β†’ // Subscribe handlers\n 297β†’ std::vector<EventSubscription> subs;\n 298β†’ for (int i = 0; i < 10; i++) {\n 299β†’ auto sub = bus.subscribe([&handlerCallCount](const EditorEvent &) {\n 300β†’ handlerCallCount++;\n 301β†’ });\n 302β†’ subs.push_back(sub);\n 303β†’ }\n 304β†’\n 305β†’ // Launch multiple dispatcher threads\n 306β†’ std::vector<std::thread> threads;\n 307β†’ for (int i = 0; i < 4; i++) {\n 308β†’ threads.emplace_back([&bus, &eventCount]() {\n 309β†’ for (int j = 0; j < 100; j++) {\n 310β†’ TestEvent event;\n 311β†’ event.value = eventCount.fetch_add(1);\n 312β†’ bus.publish(event);\n 313β†’ }\n 314β†’ });\n 315β†’ }\n 316β†’\n 317β†’ // Wait for all threads\n 318β†’ for (auto &t : threads) {\n 319β†’ t.join();\n 320β†’ }\n 321β†’\n 322β†’ // Verify all events were dispatched\n 323β†’ REQUIRE(eventCount == 400);\n 324β†’ REQUIRE(handlerCallCount == 4000); // 400 events * 10 handlers\n 325β†’\n 326β†’ // Clean up\n 327β†’ for (auto &sub : subs) {\n 328β†’ bus.unsubscribe(sub);\n 329β†’ }\n 330β†’ }\n 331β†’\n 332β†’ SECTION(\"Concurrent dispatch with subscribe/unsubscribe\") {\n 333β†’ std::atomic<int> eventCount{0};\n 334β†’ std::atomic<int> handlerCallCount{0};\n 335β†’ std::atomic<bool> running{true};\n 336β†’\n 337β†’ // Launch dispatcher threads\n 338β†’ std::vector<std::thread> threads;\n 339β†’ for (int i = 0; i < 2; i++) {\n 340β†’ threads.emplace_back([&]() {\n 341β†’ while (running) {\n 342β†’ TestEvent event;\n 343β†’ event.value = eventCount.fetch_add(1);\n 344β†’ bus.publish(event);\n 345β†’ std::this_thread::sleep_for(std::chrono::microseconds(100));\n 346β†’ }\n 347β†’ });\n 348β†’ }\n 349β†’\n 350β†’ // Launch subscribe/unsubscribe threads\n 351β†’ std::vector<EventSubscription> subs;\n 352β†’ for (int i = 0; i < 2; i++) {\n 353β†’ threads.emplace_back([&]() {\n 354β†’ std::vector<EventSubscription> localSubs;\n 355β†’ while (running) {\n 356β†’ // Add subscriber\n 357β†’ auto sub = bus.subscribe([&](const EditorEvent &) {\n 358β†’ handlerCallCount++;\n 359β†’ });\n 360β†’ localSubs.push_back(sub);\n 361β†’\n 362β†’ std::this_thread::sleep_for(std::chrono::microseconds(200));\n 363β†’\n 364β†’ // Remove oldest subscriber if we have many\n 365β†’ if (localSubs.size() > 5) {\n 366β†’ bus.unsubscribe(localSubs.front());\n 367β†’ localSubs.erase(localSubs.begin());\n 368β†’ }\n 369β†’ }\n 370β†’\n 371β†’ // Cleanup\n 372β†’ for (auto &sub : localSubs) {\n 373β†’ bus.unsubscribe(sub);\n 374β†’ }\n 375β†’ });\n 376β†’ }\n 377β†’\n 378β†’ // Run for a short time\n 379β†’ std::this_thread::sleep_for(std::chrono::milliseconds(500));\n 380β†’ running = false;\n 381β†’\n 382β†’ // Wait for all threads\n 383β†’ for (auto &t : threads) {\n 384β†’ if (t.joinable()) {\n 385β†’ t.join();\n 386β†’ }\n 387β†’ }\n 388β†’\n 389β†’ // Just verify no crash occurred\n 390β†’ REQUIRE(eventCount > 0);\n 391β†’ REQUIRE(handlerCallCount >= 0);\n 392β†’ }\n 393β†’\n 394β†’ SECTION(\"Handler subscribing during concurrent dispatch\") {\n 395β†’ std::atomic<int> eventCount{0};\n 396β†’ std::atomic<int> recursiveSubCount{0};\n 397β†’ std::vector<EventSubscription> recursiveSubs;\n 398β†’\n 399β†’ // Handler that subscribes during dispatch\n 400β†’ auto sub = bus.subscribe([&](const EditorEvent &) {\n 401β†’ if (recursiveSubCount < 10) {\n 402β†’ auto newSub = bus.subscribe([](const EditorEvent &) {});\n 403β†’ recursiveSubs.push_back(newSub);\n 404β†’ recursiveSubCount++;\n 405β†’ }\n 406β†’ });\n 407β†’\n 408β†’ // Launch multiple dispatcher threads\n 409β†’ std::vector<std::thread> threads;\n 410β†’ for (int i = 0; i < 4; i++) {\n 411β†’ threads.emplace_back([&]() {\n 412β†’ for (int j = 0; j < 50; j++) {\n 413β†’ TestEvent event;\n 414β†’ event.value = eventCount.fetch_add(1);\n 415β†’ bus.publish(event);\n 416β†’ }\n 417β†’ });\n 418β†’ }\n 419β†’\n 420β†’ // Wait for all threads\n 421β†’ for (auto &t : threads) {\n 422β†’ t.join();\n 423β†’ }\n 424β†’\n 425β†’ // Verify events were dispatched\n 426β†’ REQUIRE(eventCount == 200);\n 427β†’\n 428β†’ // Clean up\n 429β†’ bus.unsubscribe(sub);\n 430β†’ for (auto &s : recursiveSubs) {\n 431β†’ bus.unsubscribe(s);\n 432β†’ }\n 433β†’ }\n 434β†’}\n 435β†’\n 436β†’// ============================================================================\n 437β†’// Correctness Tests\n 438β†’// ============================================================================\n 439β†’\n 440β†’TEST_CASE(\"EventBus: Basic functionality still works\",\n 441β†’ \"[unit][editor][eventbus][correctness]\") {\n 442β†’ EventBus bus;\n 443β†’\n 444β†’ SECTION(\"Simple subscribe and publish\") {\n 445β†’ int callCount = 0;\n 446β†’\n 447β†’ auto sub = bus.subscribe([&callCount](const EditorEvent &) {\n 448β†’ callCount++;\n 449β†’ });\n 450β†’\n 451β†’ TestEvent event;\n 452β†’ bus.publish(event);\n 453β†’\n 454β†’ REQUIRE(callCount == 1);\n 455β†’\n 456β†’ bus.unsubscribe(sub);\n 457β†’ }\n 458β†’\n 459β†’ SECTION(\"Type filtering\") {\n 460β†’ int selectionCount = 0;\n 461β†’ int propertyCount = 0;\n 462β†’\n 463β†’ auto sub1 = bus.subscribe(EditorEventType::SelectionChanged,\n 464β†’ [&selectionCount](const EditorEvent &) {\n 465β†’ selectionCount++;\n 466β†’ });\n 467β†’\n 468β†’ auto sub2 = bus.subscribe(EditorEventType::PropertyChanged,\n 469β†’ [&propertyCount](const EditorEvent &) {\n 470β†’ propertyCount++;\n 471β†’ });\n 472β†’\n 473β†’ SelectionChangedEvent selEvent;\n 474β†’ bus.publish(selEvent);\n 475β†’\n 476β†’ PropertyChangedEvent propEvent;\n 477β†’ bus.publish(propEvent);\n 478β†’\n 479β†’ REQUIRE(selectionCount == 1);\n 480β†’ REQUIRE(propertyCount == 1);\n 481β†’\n 482β†’ bus.unsubscribe(sub1);\n 483β†’ bus.unsubscribe(sub2);\n 484β†’ }\n 485β†’\n 486β†’ SECTION(\"Multiple subscribers for same event\") {\n 487β†’ int count1 = 0;\n 488β†’ int count2 = 0;\n 489β†’ int count3 = 0;\n 490β†’\n 491β†’ auto sub1 = bus.subscribe([&count1](const EditorEvent &) { count1++; });\n 492β†’ auto sub2 = bus.subscribe([&count2](const EditorEvent &) { count2++; });\n 493β†’ auto sub3 = bus.subscribe([&count3](const EditorEvent &) { count3++; });\n 494β†’\n 495β†’ TestEvent event;\n 496β†’ bus.publish(event);\n 497β†’\n 498β†’ REQUIRE(count1 == 1);\n 499β†’ REQUIRE(count2 == 1);\n 500β†’ REQUIRE(count3 == 1);\n 501β†’\n 502β†’ bus.unsubscribe(sub1);\n 503β†’ bus.unsubscribe(sub2);\n 504β†’ bus.unsubscribe(sub3);\n 505β†’ }\n 506β†’}\n 507β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. 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"content": "/**\n * @file test_event_bus.cpp\n * @brief Unit tests for EventBus performance and thread safety\n *\n * Tests for Issue #468: EventBus performance optimization\n * - Performance test for dispatch without copying\n * - Thread safety test for modification during dispatch\n */\n\n#include <catch2/catch_test_macros.hpp>\n#include <catch2/benchmark/catch_benchmark.hpp>\n\n#include \"NovelMind/editor/event_bus.hpp\"\n#include <chrono>\n#include <thread>\n#include <atomic>\n\nusing namespace NovelMind::editor;\n\n// ============================================================================\n// Helper Events\n// ============================================================================\n\nstruct TestEvent : EditorEvent {\n int value = 0;\n TestEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"TestEvent: \" + std::to_string(value);\n }\n};\n\n// ============================================================================\n// Performance Tests\n// ============================================================================\n\nTEST_CASE(\"EventBus: Dispatch performance without copy\",\n \"[unit][editor][eventbus][perf]\") {\n EventBus bus;\n\n SECTION(\"Performance with 100 subscribers\") {\n // Subscribe 100 handlers\n std::vector<EventSubscription> subscriptions;\n std::atomic<int> callCount{0};\n\n for (int i = 0; i < 100; i++) {\n auto sub = bus.subscribe([&callCount](const EditorEvent &) {\n callCount++;\n });\n subscriptions.push_back(sub);\n }\n\n // Dispatch 1000 events and measure time\n auto start = std::chrono::high_resolution_clock::now();\n\n for (int i = 0; i < 1000; i++) {\n TestEvent event;\n event.value = i;\n bus.publish(event);\n }\n\n auto end = std::chrono::high_resolution_clock::now();\n auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start);\n\n // Verify all events were dispatched\n REQUIRE(callCount == 100 * 1000);\n\n // Performance should be reasonable (less than 500ms for 100k handler calls)\n REQUIRE(duration.count() < 500);\n\n // Clean up\n for (auto &sub : subscriptions) {\n bus.unsubscribe(sub);\n }\n }\n\n SECTION(\"No allocation during dispatch\") {\n // This test verifies that dispatch doesn't copy the subscriber list\n std::atomic<int> eventCount{0};\n\n // Add 50 subscribers\n std::vector<EventSubscription> subscriptions;\n for (int i = 0; i < 50; i++) {\n auto sub = bus.subscribe([&eventCount](const EditorEvent &) {\n eventCount++;\n });\n subscriptions.push_back(sub);\n }\n\n // Dispatch events - should not copy subscriber list\n for (int i = 0; i < 100; i++) {\n TestEvent event;\n bus.publish(event);\n }\n\n REQUIRE(eventCount == 50 * 100);\n\n // Clean up\n for (auto &sub : subscriptions) {\n bus.unsubscribe(sub);\n }\n }\n}\n\n// ============================================================================\n// Thread Safety Tests\n// ============================================================================\n\nTEST_CASE(\"EventBus: Modify subscribers during dispatch\",\n \"[unit][editor][eventbus][thread-safety]\") {\n EventBus bus;\n\n SECTION(\"Subscribe during event handling\") {\n std::atomic<int> eventCount{0};\n std::atomic<int> newSubscriberEvents{0};\n EventSubscription newSub;\n\n // Create handler that subscribes during dispatch\n auto sub1 = bus.subscribe([&](const EditorEvent &event) {\n eventCount++;\n\n // Subscribe a new handler during first event\n if (eventCount == 1) {\n newSub = bus.subscribe([&newSubscriberEvents](const EditorEvent &) {\n newSubscriberEvents++;\n });\n }\n });\n\n // Dispatch first event - should trigger new subscription\n TestEvent event1;\n bus.publish(event1);\n REQUIRE(eventCount == 1);\n REQUIRE(newSubscriberEvents == 0); // New subscriber not called yet\n\n // Dispatch second event - new subscriber should be called now\n TestEvent event2;\n bus.publish(event2);\n REQUIRE(eventCount == 2);\n REQUIRE(newSubscriberEvents == 1); // New subscriber called\n\n // Clean up\n bus.unsubscribe(sub1);\n bus.unsubscribe(newSub);\n }\n\n SECTION(\"Unsubscribe during event handling\") {\n std::atomic<int> event1Count{0};\n std::atomic<int> event2Count{0};\n EventSubscription sub1, sub2;\n\n // Create handler that unsubscribes another handler\n sub1 = bus.subscribe([&](const EditorEvent &) {\n event1Count++;\n if (event1Count == 1) {\n // Unsubscribe sub2 during dispatch\n bus.unsubscribe(sub2);\n }\n });\n\n sub2 = bus.subscribe([&event2Count](const EditorEvent &) {\n event2Count++;\n });\n\n // Dispatch first event\n TestEvent event1;\n bus.publish(event1);\n REQUIRE(event1Count == 1);\n REQUIRE(event2Count == 1); // sub2 still called during first dispatch\n\n // Dispatch second event - sub2 should not be called\n TestEvent event2;\n bus.publish(event2);\n REQUIRE(event1Count == 2);\n REQUIRE(event2Count == 1); // sub2 not called (was unsubscribed)\n\n // Clean up\n bus.unsubscribe(sub1);\n }\n\n SECTION(\"Multiple modifications during nested dispatch\") {\n std::atomic<int> outerCount{0};\n std::atomic<int> innerCount{0};\n std::atomic<int> newSubCount{0};\n EventSubscription outerSub, innerSub, newSub;\n\n // Outer handler that triggers nested dispatch\n outerSub = bus.subscribe([&](const EditorEvent &event) {\n outerCount++;\n\n // Trigger nested dispatch on first event\n if (outerCount == 1) {\n TestEvent nestedEvent;\n nestedEvent.value = 999;\n bus.publish(nestedEvent);\n }\n });\n\n // Inner handler that modifies subscriptions during nested dispatch\n innerSub = bus.subscribe([&](const EditorEvent &event) {\n const TestEvent *testEvent = dynamic_cast<const TestEvent *>(&event);\n if (testEvent && testEvent->value == 999) {\n innerCount++;\n\n // Add new subscriber during nested dispatch\n newSub = bus.subscribe([&newSubCount](const EditorEvent &) {\n newSubCount++;\n });\n }\n });\n\n // Dispatch outer event - triggers nested dispatch\n TestEvent outerEvent;\n outerEvent.value = 1;\n bus.publish(outerEvent);\n\n REQUIRE(outerCount == 2); // Called twice (outer + nested)\n REQUIRE(innerCount == 1); // Called once (nested only)\n REQUIRE(newSubCount == 0); // Not called yet\n\n // Dispatch another event - new subscriber should be active\n TestEvent finalEvent;\n bus.publish(finalEvent);\n REQUIRE(newSubCount == 1); // New subscriber called\n\n // Clean up\n bus.unsubscribe(outerSub);\n bus.unsubscribe(innerSub);\n bus.unsubscribe(newSub);\n }\n\n SECTION(\"UnsubscribeAll during dispatch\") {\n std::atomic<int> count1{0};\n std::atomic<int> count2{0};\n std::atomic<int> count3{0};\n\n auto sub1 = bus.subscribe(EditorEventType::SelectionChanged,\n [&count1](const EditorEvent &) { count1++; });\n auto sub2 = bus.subscribe(EditorEventType::SelectionChanged,\n [&count2](const EditorEvent &) { count2++; });\n auto sub3 = bus.subscribe(EditorEventType::PropertyChanged,\n [&count3](const EditorEvent &) { count3++; });\n\n // Handler that unsubscribes all SelectionChanged handlers\n auto subUnsubscriber = bus.subscribe([&](const EditorEvent &event) {\n if (event.type == EditorEventType::SelectionChanged) {\n bus.unsubscribeAll(EditorEventType::SelectionChanged);\n }\n });\n\n // Dispatch SelectionChanged event\n SelectionChangedEvent selEvent;\n bus.publish(selEvent);\n\n // All handlers called during first dispatch\n REQUIRE(count1 >= 1);\n REQUIRE(count2 >= 1);\n\n // Dispatch again - SelectionChanged handlers should be gone\n SelectionChangedEvent selEvent2;\n bus.publish(selEvent2);\n\n // Count should not increase (handlers were removed)\n int finalCount1 = count1;\n int finalCount2 = count2;\n\n selEvent2.selectedIds.push_back(\"test\");\n bus.publish(selEvent2);\n\n REQUIRE(count1 == finalCount1); // No increase\n REQUIRE(count2 == finalCount2); // No increase\n\n // PropertyChanged handler should still work\n PropertyChangedEvent propEvent;\n bus.publish(propEvent);\n REQUIRE(count3 >= 1);\n\n // Clean up\n bus.unsubscribe(subUnsubscriber);\n bus.unsubscribe(sub3);\n }\n}\n\n// ============================================================================\n// Concurrent Dispatch Tests (Issue #569)\n// ============================================================================\n\nTEST_CASE(\"EventBus: Concurrent dispatch from multiple threads\",\n \"[unit][editor][eventbus][concurrent][thread-safety]\") {\n EventBus bus;\n\n SECTION(\"Multiple threads dispatching simultaneously\") {\n std::atomic<int> eventCount{0};\n std::atomic<int> handlerCallCount{0};\n\n // Subscribe handlers\n std::vector<EventSubscription> subs;\n for (int i = 0; i < 10; i++) {\n auto sub = bus.subscribe([&handlerCallCount](const EditorEvent &) {\n handlerCallCount++;\n });\n subs.push_back(sub);\n }\n\n // Launch multiple dispatcher threads\n std::vector<std::thread> threads;\n for (int i = 0; i < 4; i++) {\n threads.emplace_back([&bus, &eventCount]() {\n for (int j = 0; j < 100; j++) {\n TestEvent event;\n event.value = eventCount.fetch_add(1);\n bus.publish(event);\n }\n });\n }\n\n // Wait for all threads\n for (auto &t : threads) {\n t.join();\n }\n\n // Verify all events were dispatched\n REQUIRE(eventCount == 400);\n REQUIRE(handlerCallCount == 4000); // 400 events * 10 handlers\n\n // Clean up\n for (auto &sub : subs) {\n bus.unsubscribe(sub);\n }\n }\n\n SECTION(\"Concurrent dispatch with subscribe/unsubscribe\") {\n std::atomic<int> eventCount{0};\n std::atomic<int> handlerCallCount{0};\n std::atomic<bool> running{true};\n\n // Launch dispatcher threads\n std::vector<std::thread> threads;\n for (int i = 0; i < 2; i++) {\n threads.emplace_back([&]() {\n while (running) {\n TestEvent event;\n event.value = eventCount.fetch_add(1);\n bus.publish(event);\n std::this_thread::sleep_for(std::chrono::microseconds(100));\n }\n });\n }\n\n // Launch subscribe/unsubscribe threads\n std::vector<EventSubscription> subs;\n for (int i = 0; i < 2; i++) {\n threads.emplace_back([&]() {\n std::vector<EventSubscription> localSubs;\n while (running) {\n // Add subscriber\n auto sub = bus.subscribe([&](const EditorEvent &) {\n handlerCallCount++;\n });\n localSubs.push_back(sub);\n\n std::this_thread::sleep_for(std::chrono::microseconds(200));\n\n // Remove oldest subscriber if we have many\n if (localSubs.size() > 5) {\n bus.unsubscribe(localSubs.front());\n localSubs.erase(localSubs.begin());\n }\n }\n\n // Cleanup\n for (auto &sub : localSubs) {\n bus.unsubscribe(sub);\n }\n });\n }\n\n // Run for a short time\n std::this_thread::sleep_for(std::chrono::milliseconds(500));\n running = false;\n\n // Wait for all threads\n for (auto &t : threads) {\n if (t.joinable()) {\n t.join();\n }\n }\n\n // Just verify no crash occurred\n REQUIRE(eventCount > 0);\n REQUIRE(handlerCallCount >= 0);\n }\n\n SECTION(\"Handler subscribing during concurrent dispatch\") {\n std::atomic<int> eventCount{0};\n std::atomic<int> recursiveSubCount{0};\n std::vector<EventSubscription> recursiveSubs;\n\n // Handler that subscribes during dispatch\n auto sub = bus.subscribe([&](const EditorEvent &) {\n if (recursiveSubCount < 10) {\n auto newSub = bus.subscribe([](const EditorEvent &) {});\n recursiveSubs.push_back(newSub);\n recursiveSubCount++;\n }\n });\n\n // Launch multiple dispatcher threads\n std::vector<std::thread> threads;\n for (int i = 0; i < 4; i++) {\n threads.emplace_back([&]() {\n for (int j = 0; j < 50; j++) {\n TestEvent event;\n event.value = eventCount.fetch_add(1);\n bus.publish(event);\n }\n });\n }\n\n // Wait for all threads\n for (auto &t : threads) {\n t.join();\n }\n\n // Verify events were dispatched\n REQUIRE(eventCount == 200);\n\n // Clean up\n bus.unsubscribe(sub);\n for (auto &s : recursiveSubs) {\n bus.unsubscribe(s);\n }\n }\n}\n\n// ============================================================================\n// Correctness Tests\n// ============================================================================\n\nTEST_CASE(\"EventBus: Basic functionality still works\",\n \"[unit][editor][eventbus][correctness]\") {\n EventBus bus;\n\n SECTION(\"Simple subscribe and publish\") {\n int callCount = 0;\n\n auto sub = bus.subscribe([&callCount](const EditorEvent &) {\n callCount++;\n });\n\n TestEvent event;\n bus.publish(event);\n\n REQUIRE(callCount == 1);\n\n bus.unsubscribe(sub);\n }\n\n SECTION(\"Type filtering\") {\n int selectionCount = 0;\n int propertyCount = 0;\n\n auto sub1 = bus.subscribe(EditorEventType::SelectionChanged,\n [&selectionCount](const EditorEvent &) {\n selectionCount++;\n });\n\n auto sub2 = bus.subscribe(EditorEventType::PropertyChanged,\n [&propertyCount](const EditorEvent &) {\n propertyCount++;\n });\n\n SelectionChangedEvent selEvent;\n bus.publish(selEvent);\n\n PropertyChangedEvent propEvent;\n bus.publish(propEvent);\n\n REQUIRE(selectionCount == 1);\n REQUIRE(propertyCount == 1);\n\n bus.unsubscribe(sub1);\n bus.unsubscribe(sub2);\n }\n\n SECTION(\"Multiple subscribers for same event\") {\n int count1 = 0;\n int count2 = 0;\n int count3 = 0;\n\n auto sub1 = bus.subscribe([&count1](const EditorEvent &) { count1++; });\n auto sub2 = bus.subscribe([&count2](const EditorEvent &) { count2++; });\n auto sub3 = bus.subscribe([&count3](const EditorEvent &) { count3++; });\n\n TestEvent event;\n bus.publish(event);\n\n REQUIRE(count1 == 1);\n REQUIRE(count2 == 1);\n REQUIRE(count3 == 1);\n\n bus.unsubscribe(sub1);\n bus.unsubscribe(sub2);\n bus.unsubscribe(sub3);\n }\n}\n",
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[2026-01-11T18:24:34.065Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Wvp3XGzXbGx1vRQp5YCDyY","type":"tool_result","content":" 1β†’#pragma once\n 2β†’\n 3β†’/**\n 4β†’ * @file panel_events.hpp\n 5β†’ * @brief Domain-specific events for panel communication via EventBus\n 6β†’ *\n 7β†’ * This file defines all events used for communication between editor panels.\n 8β†’ * Using the EventBus pattern instead of direct connections decouples panels\n 9β†’ * from each other, making the codebase more maintainable and extensible.\n 10β†’ *\n 11β†’ * Usage:\n 12β†’ * - Publishers: EventBus::instance().publish(SomeEvent{...});\n 13β†’ * - Subscribers: EventBus::instance().subscribe<SomeEvent>([](const auto& e){...});\n 14β†’ */\n 15β†’\n 16β†’#include \"NovelMind/editor/event_bus.hpp\"\n 17β†’#include <QPointF>\n 18β†’#include <QString>\n 19β†’#include <QStringList>\n 20β†’#include <vector>\n 21β†’\n 22β†’namespace NovelMind::editor::events {\n 23β†’\n 24β†’// ============================================================================\n 25β†’// Scene Object Events\n 26β†’// ============================================================================\n 27β†’\n 28β†’/**\n 29β†’ * @brief Emitted when a scene object is selected in any panel\n 30β†’ */\n 31β†’struct SceneObjectSelectedEvent : EditorEvent {\n 32β†’ QString objectId;\n 33β†’ QString sourcePanel; // e.g., \"SceneView\", \"Hierarchy\"\n 34β†’ bool editable = true;\n 35β†’\n 36β†’ SceneObjectSelectedEvent() : EditorEvent(EditorEventType::SelectionChanged) {}\n 37β†’\n 38β†’ [[nodiscard]] std::string getDescription() const override {\n 39β†’ return \"Scene object selected: \" + objectId.toStdString();\n 40β†’ }\n 41β†’};\n 42β†’\n 43β†’/**\n 44β†’ * @brief Emitted when a scene object's position changes\n 45β†’ */\n 46β†’struct SceneObjectPositionChangedEvent : EditorEvent {\n 47β†’ QString objectId;\n 48β†’ QPointF newPosition;\n 49β†’\n 50β†’ SceneObjectPositionChangedEvent() : EditorEvent(EditorEventType::SceneObjectMoved) {}\n 51β†’};\n 52β†’\n 53β†’/**\n 54β†’ * @brief Emitted when a scene object's transform is finalized (drag complete)\n 55β†’ */\n 56β†’struct SceneObjectTransformFinishedEvent : EditorEvent {\n 57β†’ QString objectId;\n 58β†’ QPointF oldPosition;\n 59β†’ QPointF newPosition;\n 60β†’ qreal oldRotation = 0.0;\n 61β†’ qreal newRotation = 0.0;\n 62β†’ qreal oldScaleX = 1.0;\n 63β†’ qreal newScaleX = 1.0;\n 64β†’ qreal oldScaleY = 1.0;\n 65β†’ qreal newScaleY = 1.0;\n 66β†’\n 67β†’ SceneObjectTransformFinishedEvent() : EditorEvent(EditorEventType::SceneObjectTransformed) {}\n 68β†’};\n 69β†’\n 70β†’/**\n 71β†’ * @brief Emitted when the scene objects collection changes (add/remove)\n 72β†’ */\n 73β†’struct SceneObjectsChangedEvent : EditorEvent {\n 74β†’ SceneObjectsChangedEvent() : EditorEvent(EditorEventType::SceneObjectAdded) {}\n 75β†’};\n 76β†’\n 77β†’/**\n 78β†’ * @brief Emitted to request creating a new scene object\n 79β†’ */\n 80β†’struct CreateSceneObjectRequestedEvent : EditorEvent {\n 81β†’ int objectType = 0; // NMSceneObjectType\n 82β†’ QPointF position;\n 83β†’ QString assetPath;\n 84β†’\n 85β†’ CreateSceneObjectRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 86β†’};\n 87β†’\n 88β†’// ============================================================================\n 89β†’// Story Graph Events\n 90β†’// ============================================================================\n 91β†’\n 92β†’/**\n 93β†’ * @brief Emitted when a story graph node is selected\n 94β†’ */\n 95β†’struct StoryGraphNodeSelectedEvent : EditorEvent {\n 96β†’ QString nodeIdString;\n 97β†’ QString nodeType;\n 98β†’ QString dialogueSpeaker;\n 99β†’ QString dialogueText;\n 100β†’ QStringList choiceOptions;\n 101β†’\n 102β†’ StoryGraphNodeSelectedEvent() : EditorEvent(EditorEventType::SelectionChanged) {}\n 103β†’\n 104β†’ [[nodiscard]] std::string getDescription() const override {\n 105β†’ return \"Story graph node selected: \" + nodeIdString.toStdString();\n 106β†’ }\n 107β†’};\n 108β†’\n 109β†’/**\n 110β†’ * @brief Emitted when a story graph node is activated (double-clicked)\n 111β†’ */\n 112β†’struct StoryGraphNodeActivatedEvent : EditorEvent {\n 113β†’ QString nodeIdString;\n 114β†’\n 115β†’ StoryGraphNodeActivatedEvent() : EditorEvent(EditorEventType::Custom) {}\n 116β†’};\n 117β†’\n 118β†’/**\n 119β†’ * @brief Emitted when a scene node is double-clicked (for scene/timeline editing)\n 120β†’ */\n 121β†’struct SceneNodeDoubleClickedEvent : EditorEvent {\n 122β†’ QString sceneId;\n 123β†’\n 124β†’ SceneNodeDoubleClickedEvent() : EditorEvent(EditorEventType::Custom) {}\n 125β†’};\n 126β†’\n 127β†’/**\n 128β†’ * @brief Emitted when a script node requires opening\n 129β†’ */\n 130β†’struct ScriptNodeRequestedEvent : EditorEvent {\n 131β†’ QString scriptPath;\n 132β†’\n 133β†’ ScriptNodeRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 134β†’};\n 135β†’\n 136β†’/**\n 137β†’ * @brief Emitted when dialogue flow editing is requested for a scene\n 138β†’ */\n 139β†’struct EditDialogueFlowRequestedEvent : EditorEvent {\n 140β†’ QString sceneId;\n 141β†’\n 142β†’ EditDialogueFlowRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 143β†’};\n 144β†’\n 145β†’/**\n 146β†’ * @brief Emitted when requesting to return to story graph from dialogue graph\n 147β†’ */\n 148β†’struct ReturnToStoryGraphRequestedEvent : EditorEvent {\n 149β†’ ReturnToStoryGraphRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 150β†’};\n 151β†’\n 152β†’/**\n 153β†’ * @brief Emitted when dialogue count changes for a scene\n 154β†’ */\n 155β†’struct DialogueCountChangedEvent : EditorEvent {\n 156β†’ QString sceneId;\n 157β†’ int count = 0;\n 158β†’\n 159β†’ DialogueCountChangedEvent() : EditorEvent(EditorEventType::Custom) {}\n 160β†’};\n 161β†’\n 162β†’/**\n 163β†’ * @brief Emitted to request opening a scene script\n 164β†’ */\n 165β†’struct OpenSceneScriptRequestedEvent : EditorEvent {\n 166β†’ QString sceneId;\n 167β†’ QString scriptPath;\n 168β†’\n 169β†’ OpenSceneScriptRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 170β†’};\n 171β†’\n 172β†’// ============================================================================\n 173β†’// Voice/Audio Events\n 174β†’// ============================================================================\n 175β†’\n 176β†’/**\n 177β†’ * @brief Emitted when a voice clip assignment is requested\n 178β†’ */\n 179β†’struct VoiceClipAssignRequestedEvent : EditorEvent {\n 180β†’ QString nodeIdString;\n 181β†’ QString currentPath;\n 182β†’\n 183β†’ VoiceClipAssignRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 184β†’};\n 185β†’\n 186β†’/**\n 187β†’ * @brief Emitted when voice auto-detection is requested\n 188β†’ */\n 189β†’struct VoiceAutoDetectRequestedEvent : EditorEvent {\n 190β†’ QString nodeIdString;\n 191β†’ QString localizationKey;\n 192β†’\n 193β†’ VoiceAutoDetectRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 194β†’};\n 195β†’\n 196β†’/**\n 197β†’ * @brief Emitted when a voice clip preview is requested\n 198β†’ */\n 199β†’struct VoiceClipPreviewRequestedEvent : EditorEvent {\n 200β†’ QString nodeIdString;\n 201β†’ QString voicePath;\n 202β†’\n 203β†’ VoiceClipPreviewRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 204β†’};\n 205β†’\n 206β†’/**\n 207β†’ * @brief Emitted when voice recording is requested\n 208β†’ */\n 209β†’struct VoiceRecordingRequestedEvent : EditorEvent {\n 210β†’ QString nodeIdString;\n 211β†’ QString dialogueText;\n 212β†’ QString speaker;\n 213β†’\n 214β†’ VoiceRecordingRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 215β†’};\n 216β†’\n 217β†’// ============================================================================\n 218β†’// Property Events\n 219β†’// ============================================================================\n 220β†’\n 221β†’/**\n 222β†’ * @brief Emitted when a property is changed in the inspector\n 223β†’ */\n 224β†’struct InspectorPropertyChangedEvent : EditorEvent {\n 225β†’ QString objectId;\n 226β†’ QString propertyName;\n 227β†’ QString newValue;\n 228β†’\n 229β†’ InspectorPropertyChangedEvent() : EditorEvent(EditorEventType::PropertyChanged) {}\n 230β†’\n 231β†’ [[nodiscard]] std::string getDescription() const override {\n 232β†’ return \"Property '\" + propertyName.toStdString() + \"' changed on \" + objectId.toStdString();\n 233β†’ }\n 234β†’};\n 235β†’\n 236β†’/**\n 237β†’ * @brief Emitted to request updating a property value in the inspector\n 238β†’ */\n 239β†’struct UpdateInspectorPropertyEvent : EditorEvent {\n 240β†’ QString objectId;\n 241β†’ QString propertyName;\n 242β†’ QString value;\n 243β†’\n 244β†’ UpdateInspectorPropertyEvent() : EditorEvent(EditorEventType::PropertyChanged) {}\n 245β†’};\n 246β†’\n 247β†’// ============================================================================\n 248β†’// Asset Events\n 249β†’// ============================================================================\n 250β†’\n 251β†’/**\n 252β†’ * @brief Emitted when an asset is selected in the asset browser\n 253β†’ */\n 254β†’struct AssetSelectedEvent : EditorEvent {\n 255β†’ QString path;\n 256β†’ QString type;\n 257β†’\n 258β†’ AssetSelectedEvent() : EditorEvent(EditorEventType::AssetModified) {}\n 259β†’};\n 260β†’\n 261β†’/**\n 262β†’ * @brief Emitted when an asset is double-clicked in the asset browser\n 263β†’ */\n 264β†’struct AssetDoubleClickedEvent : EditorEvent {\n 265β†’ QString path;\n 266β†’\n 267β†’ AssetDoubleClickedEvent() : EditorEvent(EditorEventType::Custom) {}\n 268β†’};\n 269β†’\n 270β†’/**\n 271β†’ * @brief Emitted when assets are dropped from the palette\n 272β†’ */\n 273β†’struct AssetsDroppedEvent : EditorEvent {\n 274β†’ QStringList paths;\n 275β†’ int typeHint = -1; // NMSceneObjectType or -1 for auto-detect\n 276β†’\n 277β†’ AssetsDroppedEvent() : EditorEvent(EditorEventType::Custom) {}\n 278β†’};\n 279β†’\n 280β†’// ============================================================================\n 281β†’// Navigation Events\n 282β†’// ============================================================================\n 283β†’\n 284β†’/**\n 285β†’ * @brief Emitted when navigation to a location is requested\n 286β†’ */\n 287β†’struct NavigationRequestedEvent : EditorEvent {\n 288β†’ QString locationString; // Format: \"Type:path:line\" e.g., \"Script:file.nms:42\"\n 289β†’\n 290β†’ NavigationRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 291β†’};\n 292β†’\n 293β†’/**\n 294β†’ * @brief Emitted when an issue is activated (e.g., from issues panel)\n 295β†’ */\n 296β†’struct IssueActivatedEvent : EditorEvent {\n 297β†’ QString file;\n 298β†’ int line = 0;\n 299β†’\n 300β†’ IssueActivatedEvent() : EditorEvent(EditorEventType::Custom) {}\n 301β†’};\n 302β†’\n 303β†’/**\n 304β†’ * @brief Emitted when a diagnostic is activated (e.g., from diagnostics panel)\n 305β†’ */\n 306β†’struct DiagnosticActivatedEvent : EditorEvent {\n 307β†’ QString location;\n 308β†’\n 309β†’ DiagnosticActivatedEvent() : EditorEvent(EditorEventType::DiagnosticAdded) {}\n 310β†’};\n 311β†’\n 312β†’// ============================================================================\n 313β†’// Script Events\n 314β†’// ============================================================================\n 315β†’\n 316β†’/**\n 317β†’ * @brief Emitted when script documentation HTML changes\n 318β†’ */\n 319β†’struct ScriptDocHtmlChangedEvent : EditorEvent {\n 320β†’ QString docHtml;\n 321β†’\n 322β†’ ScriptDocHtmlChangedEvent() : EditorEvent(EditorEventType::Custom) {}\n 323β†’};\n 324β†’\n 325β†’/**\n 326β†’ * @brief Emitted to request opening a script at a specific location\n 327β†’ */\n 328β†’struct GoToScriptLocationEvent : EditorEvent {\n 329β†’ QString filePath;\n 330β†’ int line = -1;\n 331β†’\n 332β†’ GoToScriptLocationEvent() : EditorEvent(EditorEventType::Custom) {}\n 333β†’};\n 334β†’\n 335β†’/**\n 336β†’ * @brief Emitted to navigate from Story Graph node to script definition (Issue #239)\n 337β†’ *\n 338β†’ * This event enables bidirectional navigation between Story Graph and Script Editor.\n 339β†’ * When a user requests to \"Open Script Definition\" from a graph node, this event\n 340β†’ * is published to navigate to the exact line where the scene is defined.\n 341β†’ */\n 342β†’struct NavigateToScriptDefinitionEvent : EditorEvent {\n 343β†’ QString sceneId; ///< The scene ID to find in scripts\n 344β†’ QString scriptPath; ///< Optional: known script path if available\n 345β†’ int line = -1; ///< Optional: line number if known\n 346β†’\n 347β†’ NavigateToScriptDefinitionEvent() : EditorEvent(EditorEventType::Custom) {}\n 348β†’\n 349β†’ [[nodiscard]] std::string getDescription() const override {\n 350β†’ return \"Navigate to script definition: \" + sceneId.toStdString();\n 351β†’ }\n 352β†’};\n 353β†’\n 354β†’// ============================================================================\n 355β†’// Timeline/Animation Events\n 356β†’// ============================================================================\n 357β†’\n 358β†’/**\n 359β†’ * @brief Emitted when the timeline frame changes\n 360β†’ */\n 361β†’struct TimelineFrameChangedEvent : EditorEvent {\n 362β†’ int frame = 0;\n 363β†’\n 364β†’ TimelineFrameChangedEvent() : EditorEvent(EditorEventType::TimelinePlaybackChanged) {}\n 365β†’};\n 366β†’\n 367β†’/**\n 368β†’ * @brief Emitted when timeline playback state changes\n 369β†’ */\n 370β†’struct TimelinePlaybackStateChangedEvent : EditorEvent {\n 371β†’ bool playing = false;\n 372β†’\n 373β†’ TimelinePlaybackStateChangedEvent() : EditorEvent(EditorEventType::TimelinePlaybackChanged) {}\n 374β†’};\n 375β†’\n 376β†’/**\n 377β†’ * @brief Emitted to open curve editor for a property\n 378β†’ */\n 379β†’struct OpenCurv
[2026-01-11T18:24:34.067Z] [INFO] eEditorRequestedEvent : EditorEvent {\n 380β†’ QString propertyName;\n 381β†’ QString curveData;\n 382β†’\n 383β†’ OpenCurveEditorRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 384β†’};\n 385β†’\n 386β†’/**\n 387β†’ * @brief Emitted when a curve changes in the curve editor\n 388β†’ */\n 389β†’struct CurveChangedEvent : EditorEvent {\n 390β†’ QString curveId;\n 391β†’\n 392β†’ CurveChangedEvent() : EditorEvent(EditorEventType::Custom) {}\n 393β†’};\n 394β†’\n 395β†’// ============================================================================\n 396β†’// Hierarchy Events\n 397β†’// ============================================================================\n 398β†’\n 399β†’/**\n 400β†’ * @brief Emitted when an object is double-clicked in hierarchy\n 401β†’ */\n 402β†’struct HierarchyObjectDoubleClickedEvent : EditorEvent {\n 403β†’ QString objectId;\n 404β†’\n 405β†’ HierarchyObjectDoubleClickedEvent() : EditorEvent(EditorEventType::Custom) {}\n 406β†’};\n 407β†’\n 408β†’/**\n 409β†’ * @brief Emitted to request refreshing the hierarchy panel\n 410β†’ */\n 411β†’struct RefreshHierarchyRequestedEvent : EditorEvent {\n 412β†’ RefreshHierarchyRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 413β†’};\n 414β†’\n 415β†’// ============================================================================\n 416β†’// Panel Focus Events\n 417β†’// ============================================================================\n 418β†’\n 419β†’/**\n 420β†’ * @brief Emitted when a panel should be shown and focused\n 421β†’ */\n 422β†’struct ShowPanelRequestedEvent : EditorEvent {\n 423β†’ QString panelName;\n 424β†’ bool raisePanel = true;\n 425β†’ bool focusPanel = false;\n 426β†’\n 427β†’ ShowPanelRequestedEvent() : EditorEvent(EditorEventType::PanelFocusChanged) {}\n 428β†’};\n 429β†’\n 430β†’// ============================================================================\n 431β†’// Status Bar Events\n 432β†’// ============================================================================\n 433β†’\n 434β†’/**\n 435β†’ * @brief Emitted to update the status bar message\n 436β†’ */\n 437β†’struct StatusMessageEvent : EditorEvent {\n 438β†’ QString message;\n 439β†’ int timeoutMs = 0;\n 440β†’\n 441β†’ StatusMessageEvent() : EditorEvent(EditorEventType::Custom) {}\n 442β†’};\n 443β†’\n 444β†’/**\n 445β†’ * @brief Emitted to update status bar context (selection, node, etc.)\n 446β†’ */\n 447β†’struct StatusContextChangedEvent : EditorEvent {\n 448β†’ QString selectionLabel;\n 449β†’ QString nodeId;\n 450β†’ QString assetPath;\n 451β†’\n 452β†’ StatusContextChangedEvent() : EditorEvent(EditorEventType::Custom) {}\n 453β†’};\n 454β†’\n 455β†’// ============================================================================\n 456β†’// Story Preview Events\n 457β†’// ============================================================================\n 458β†’\n 459β†’/**\n 460β†’ * @brief Emitted to set story preview in scene view\n 461β†’ */\n 462β†’struct SetStoryPreviewEvent : EditorEvent {\n 463β†’ QString speaker;\n 464β†’ QString text;\n 465β†’ QStringList choices;\n 466β†’\n 467β†’ SetStoryPreviewEvent() : EditorEvent(EditorEventType::Custom) {}\n 468β†’};\n 469β†’\n 470β†’/**\n 471β†’ * @brief Emitted to clear story preview in scene view\n 472β†’ */\n 473β†’struct ClearStoryPreviewEvent : EditorEvent {\n 474β†’ ClearStoryPreviewEvent() : EditorEvent(EditorEventType::Custom) {}\n 475β†’};\n 476β†’\n 477β†’// ============================================================================\n 478β†’// Scene Document Events\n 479β†’// ============================================================================\n 480β†’\n 481β†’/**\n 482β†’ * @brief Emitted to request loading a scene document\n 483β†’ */\n 484β†’struct LoadSceneDocumentRequestedEvent : EditorEvent {\n 485β†’ QString sceneId;\n 486β†’\n 487β†’ LoadSceneDocumentRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 488β†’};\n 489β†’\n 490β†’/**\n 491β†’ * @brief Emitted to request creating a new scene (Issue #329)\n 492β†’ *\n 493β†’ * This event is published when the Inspector panel or other UI triggers\n 494β†’ * the new scene creation workflow. The main window or project manager\n 495β†’ * should handle this by showing the new scene dialog.\n 496β†’ */\n 497β†’struct CreateSceneRequestedEvent : EditorEvent {\n 498β†’ CreateSceneRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n 499β†’\n 500β†’ [[nodiscard]] std::string getDescription() const override { return \"Create new scene requested\"; }\n 501β†’};\n 502β†’\n 503β†’/**\n 504β†’ * @brief Emitted to request enabling/disabling animation preview mode\n 505β†’ */\n 506β†’struct SetAnimationPreviewModeEvent : EditorEvent {\n 507β†’ bool enabled = false;\n 508β†’\n 509β†’ SetAnimationPreviewModeEvent() : EditorEvent(EditorEventType::Custom) {}\n 510β†’};\n 511β†’\n 512β†’// ============================================================================\n 513β†’// Scene Registry Auto-Sync Events (Issue #213)\n 514β†’// ============================================================================\n 515β†’\n 516β†’/**\n 517β†’ * @brief Emitted when a new scene is created and registered\n 518β†’ *\n 519β†’ * This event allows panels to respond to new scenes being added to the project.\n 520β†’ * For example, the Story Graph can add the scene to its scene picker dropdown.\n 521β†’ */\n 522β†’struct SceneCreatedEvent : EditorEvent {\n 523β†’ QString sceneId; ///< ID of the newly created scene\n 524β†’ QString sceneName; ///< Display name of the scene\n 525β†’\n 526β†’ SceneCreatedEvent() : EditorEvent(EditorEventType::Custom) {}\n 527β†’\n 528β†’ [[nodiscard]] std::string getDescription() const override {\n 529β†’ return \"Scene created: \" + sceneId.toStdString();\n 530β†’ }\n 531β†’};\n 532β†’\n 533β†’/**\n 534β†’ * @brief Emitted when a scene is renamed in the Scene Registry\n 535β†’ *\n 536β†’ * This event triggers automatic updates of all Story Graph nodes that reference\n 537β†’ * the renamed scene, ensuring consistency across the project.\n 538β†’ */\n 539β†’struct SceneRenamedEvent : EditorEvent {\n 540β†’ QString sceneId; ///< Scene ID (unchanged)\n 541β†’ QString oldName; ///< Previous display name\n 542β†’ QString newName; ///< New display name\n 543β†’\n 544β†’ SceneRenamedEvent() : EditorEvent(EditorEventType::Custom) {}\n 545β†’\n 546β†’ [[nodiscard]] std::string getDescription() const override {\n 547β†’ return \"Scene renamed: \" + sceneId.toStdString() + \" (\" + oldName.toStdString() + \" -> \" +\n 548β†’ newName.toStdString() + \")\";\n 549β†’ }\n 550β†’};\n 551β†’\n 552β†’/**\n 553β†’ * @brief Emitted when a scene is deleted/unregistered from the project\n 554β†’ *\n 555β†’ * This event allows panels to validate references and show warnings for\n 556β†’ * orphaned scene references in the Story Graph.\n 557β†’ */\n 558β†’struct SceneDeletedEvent : EditorEvent {\n 559β†’ QString sceneId; ///< ID of the deleted scene\n 560β†’\n 561β†’ SceneDeletedEvent() : EditorEvent(EditorEventType::Custom) {}\n 562β†’\n 563β†’ [[nodiscard]] std::string getDescription() const override {\n 564β†’ return \"Scene deleted: \" + sceneId.toStdString();\n 565β†’ }\n 566β†’};\n 567β†’\n 568β†’/**\n 569β†’ * @brief Emitted when a scene document (.nmscene file) is modified\n 570β†’ *\n 571β†’ * This event triggers thumbnail regeneration and updates in the Story Graph\n 572β†’ * to reflect the latest scene content.\n 573β†’ */\n 574β†’struct SceneDocumentModifiedEvent : EditorEvent {\n 575β†’ QString sceneId; ///< ID of the modified scene\n 576β†’\n 577β†’ SceneDocumentModifiedEvent() : EditorEvent(EditorEventType::Custom) {}\n 578β†’\n 579β†’ [[nodiscard]] std::string getDescription() const override {\n 580β†’ return \"Scene document modified: \" + sceneId.toStdString();\n 581β†’ }\n 582β†’};\n 583β†’\n 584β†’/**\n 585β†’ * @brief Emitted when a scene's thumbnail is updated\n 586β†’ *\n 587β†’ * This event notifies the Story Graph to refresh the thumbnail display\n 588β†’ * for all nodes referencing this scene.\n 589β†’ */\n 590β†’struct SceneThumbnailUpdatedEvent : EditorEvent {\n 591β†’ QString sceneId; ///< ID of the scene\n 592β†’ QString thumbnailPath; ///< Path to the updated thumbnail image\n 593β†’\n 594β†’ SceneThumbnailUpdatedEvent() : EditorEvent(EditorEventType::Custom) {}\n 595β†’\n 596β†’ [[nodiscard]] std::string getDescription() const override {\n 597β†’ return \"Scene thumbnail updated: \" + sceneId.toStdString();\n 598β†’ }\n 599β†’};\n 600β†’\n 601β†’/**\n 602β†’ * @brief Emitted when scene metadata changes (tags, description, etc.)\n 603β†’ *\n 604β†’ * This event allows panels to update their displays when scene metadata\n 605β†’ * is modified through the Inspector or other panels.\n 606β†’ */\n 607β†’struct SceneMetadataUpdatedEvent : EditorEvent {\n 608β†’ QString sceneId; ///< ID of the scene with updated metadata\n 609β†’\n 610β†’ SceneMetadataUpdatedEvent() : EditorEvent(EditorEventType::Custom) {}\n 611β†’\n 612β†’ [[nodiscard]] std::string getDescription() const override {\n 613β†’ return \"Scene metadata updated: \" + sceneId.toStdString();\n 614β†’ }\n 615β†’};\n 616β†’\n 617β†’/**\n 618β†’ * @brief Request to sync thumbnails for all scene nodes in Story Graph\n 619β†’ *\n 620β†’ * This event can be manually triggered to force a refresh of all\n 621β†’ * scene thumbnails in the Story Graph.\n 622β†’ */\n 623β†’struct SyncSceneToGraphEvent : EditorEvent {\n 624β†’ QString sceneId; ///< Specific scene to sync, or empty for all scenes\n 625β†’\n 626β†’ SyncSceneToGraphEvent() : EditorEvent(EditorEventType::Custom) {}\n 627β†’\n 628β†’ [[nodiscard]] std::string getDescription() const override {\n 629β†’ if (sceneId.isEmpty()) {\n 630β†’ return \"Sync all scenes to Story Graph\";\n 631β†’ }\n 632β†’ return \"Sync scene to Story Graph: \" + sceneId.toStdString();\n 633β†’ }\n 634β†’};\n 635β†’\n 636β†’} // namespace NovelMind::editor::events\n 637β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":"toolu_01KPsmD37vLRrR84JLBcsx7j","session_id":"5507650e-d176-48f7-b1da-4d1442ecd97e","uuid":"ca4307e0-070e-461e-acb9-d539e94cdff0","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/events/panel_events.hpp","content":"#pragma once\n\n/**\n * @file panel_events.hpp\n * @brief Domain-specific events for panel communication via EventBus\n *\n * This file defines all events used for communication between editor panels.\n * Using the EventBus pattern instead of direct connections decouples panels\n * from each other, making the codebase more maintainable and extensible.\n *\n * Usage:\n * - Publishers: EventBus::instance().publish(SomeEvent{...});\n * - Subscribers: EventBus::instance().subscribe<SomeEvent>([](const auto& e){...});\n */\n\n#include \"NovelMind/editor/event_bus.hpp\"\n#include <QPointF>\n#include <QString>\n#include <QStringList>\n#include <vector>\n\nnamespace NovelMind::editor::events {\n\n// ============================================================================\n// Scene Object Events\n// ============================================================================\n\n/**\n * @brief Emitted when a scene object is selected in any panel\n */\nstruct SceneObjectSelectedEvent : EditorEvent {\n QString objectId;\n QString sourcePanel; // e.g., \"SceneView\", \"Hierarchy\"\n bool editable = true;\n\n SceneObjectSelectedEvent() : EditorEvent(EditorEventType::SelectionChanged) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Scene object selected: \" + objectId.toStdString();\n }\n};\n\n/**\n * @brief Emitted when a scene object's position changes\n */\nstruct SceneObjectPositionChangedEvent : EditorEvent {\n QString objectId;\n QPointF newPosition;\n\n SceneObjectPositionChangedEvent() : EditorEvent(EditorEventType::SceneObjectMoved) {}\n};\n\n/**\n * @brief Emitted when a scene object's transform is finalized (drag complete)\n */\nstruct SceneObjectTransformFinishedEvent : EditorEvent {\n QString objectId;\n QPointF oldPosition;\n QPointF newPosition;\n qreal oldRotation = 0.0;\n qreal newRotation = 0.0;\n qreal oldScaleX = 1.0;\n qreal newScaleX = 1.0;\n qreal oldScaleY = 1.0;\n qreal newScaleY = 1.0;\n\n SceneObjectTransformFinishedEvent() : EditorEvent(EditorEventType::SceneObjectTransformed) {}\n};\n\n/**\n * @brief Emitted when the scene objects collection changes (add/remove)\n */\nstruct SceneObjectsChangedEvent : EditorEvent {\n SceneObjectsChangedEvent() : EditorEvent(EditorEventType::SceneObjectAdded) {}\n};\n\n/**\n * @brief Emitted to request creating a new scene object\n */\nstruct CreateSceneObjectRequestedEvent : EditorEvent {\n int objectType = 0; // NMSceneObjectType\n QPointF position;\n QString assetPath;\n\n CreateSceneObjectRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n// ============================================================================\n// Story Graph Events\n// ============================================================================\n\n/**\n * @brief Emitted when a story graph node is selected\n */\nstruct StoryGraphNodeSelectedEvent : EditorEvent {\n QString nodeIdString;\n QString nodeType;\n QString dialogueSpeaker;\n QString dialogueText;\n QStringList choiceOptions;\n\n StoryGraphNodeSelectedEvent() : EditorEvent(EditorEventType::SelectionChanged) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Story graph node selected: \" + nodeIdString.toStdString();\n }\n};\n\n/**\n * @brief Emitted when a story graph node is activated (double-clicked)\n */\nstruct StoryGraphNodeActivatedEvent : EditorEvent {\n QString nodeIdString;\n\n StoryGraphNodeActivatedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when a scene node is double-clicked (for scene/timeline editing)\n */\nstruct SceneNodeDoubleClickedEvent : EditorEvent {\n QString sceneId;\n\n SceneNodeDoubleClickedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when a script node requires opening\n */\nstruct ScriptNodeRequestedEvent : EditorEvent {\n QString scriptPath;\n\n ScriptNodeRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when dialogue flow editing is requested for a scene\n */\nstruct EditDialogueFlowRequestedEvent : EditorEvent {\n QString sceneId;\n\n EditDialogueFlowRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when requesting to return to story graph from dialogue graph\n */\nstruct ReturnToStoryGraphRequestedEvent : EditorEvent {\n ReturnToStoryGraphRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when dialogue count changes for a scene\n */\nstruct DialogueCountChangedEvent : EditorEvent {\n QString sceneId;\n int count = 0;\n\n DialogueCountChangedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted to request opening a scene script\n */\nstruct OpenSceneScriptRequestedEvent : EditorEvent {\n QString sceneId;\n QString scriptPath;\n\n OpenSceneScriptRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n// ============================================================================\n// Voice/Audio Events\n// ============================================================================\n\n/**\n * @brief Emitted when a voice clip assignment is requested\n */\nstruct VoiceClipAssignRequestedEvent : EditorEvent {\n QString nodeIdString;\n QString currentPath;\n\n VoiceClipAssignRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when voice auto-detection is requested\n */\nstruct VoiceAutoDetectRequestedEvent : EditorEvent {\n QString nodeIdString;\n QString localizationKey;\n\n VoiceAutoDetectRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when a voice clip preview is requested\n */\nstruct VoiceClipPreviewRequestedEvent : EditorEvent {\n QString nodeIdString;\n QString voicePath;\n\n VoiceClipPreviewRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when voice recording is requested\n */\nstruct VoiceRecordingRequestedEvent : EditorEvent {\n QString nodeIdString;\n QString dialogueText;\n QString speaker;\n\n VoiceRecordingRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n// ============================================================================\n// Property Events\n// ============================================================================\n\n/**\n * @brief Emitted when a property is changed in the inspector\n */\nstruct InspectorPropertyChangedEvent : EditorEvent {\n QString objectId;\n QString propertyName;\n QString newValue;\n\n InspectorPropertyChangedEvent() : EditorEvent(EditorEventType::PropertyChanged) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Property '\" + propertyName.toStdString() + \"' changed on \" + objectId.toStdString();\n }\n};\n\n/**\n * @brief Emitted to request updating a property value in the inspector\n */\nstruct UpdateInspectorPropertyEvent : EditorEvent {\n QString objectId;\n QString propertyName;\n QString value;\n\n UpdateInspectorPropertyEvent() : EditorEvent(EditorEventType::PropertyChanged) {}\n};\n\n// ============================================================================\n// Asset Events\n// ============================================================================\n\n/**\n * @brief Emitted when an asset is selected in the asset browser\n */\nstruct AssetSelectedEvent : EditorEvent {\n QString path;\n QString type;\n\n AssetSelectedEvent() : EditorEvent(EditorEventType::AssetModified) {}\n};\n\n/**\n * @brief Emitted when an asset is double-clicked in the asset browser\n */\nstruct AssetDoubleClickedEvent : EditorEvent {\n QString path;\n\n AssetDoubleClickedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when assets are dropped from the palette\n */\nstruct AssetsDroppedEvent : EditorEvent {\n QStringList paths;\n int typeHint = -1; // NMSceneObjectType or -1 for auto-detect\n\n AssetsDroppedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n// ============================================================================\n// Navigation Events\n// ============================================================================\n\n/**\n * @brief Emitted when navigation to a location is requested\n */\nstruct NavigationRequestedEvent : EditorEvent {\n QString locationString; // Format: \"Type:path:line\" e.g., \"Script:file.nms:42\"\n\n NavigationRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when an issue is activated (e.g., from issues panel)\n */\nstruct IssueActivatedEvent : EditorEvent {\n QString file;\n int line = 0;\n\n IssueActivatedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when a diagnostic is activated (e.g., from diagnostics panel)\n */\nstruct DiagnosticActivatedEvent : EditorEvent {\n QString location;\n\n DiagnosticActivatedEvent() : EditorEvent(EditorEventType::DiagnosticAdded) {}\n};\n\n// ============================================================================\n// Script Events\n// ============================================================================\n\n/**\n * @brief Emitted when script documentation HTML changes\n */\nstruct ScriptDocHtmlChangedEvent : EditorEvent {\n QString docHtml;\n\n ScriptDocHtmlChangedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted to request opening a script at a specific location\n */\nstruct GoToScriptLocationEvent : EditorEvent {\n QString filePath;\n int line = -1;\n\n GoToScriptLocationEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted to navigate from Story Graph node to script definition (Issue #239)\n *\n * This event enables bidirectional navigation between Story Graph and Script Editor.\n * When a user requests to \"Open Script Definition\" from a graph node, this event\n * is published to navigate to the exact line where the scene is defined.\n */\nstruct NavigateToScriptDefinitionEvent : EditorEvent {\n QString sceneId; ///< The scene ID to find in scripts\n QString scriptPath; ///< Optional: known script path if available\n int line = -1; ///< Optional: line number if known\n\n NavigateToScriptDefinitionEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Navigate to script definition: \" + sceneId.toStdString();\n }\n};\n\n// ============================================================================\n// Timeline/Animation Events\n// ============================================================================\n\n/**\n * @brief Emitted when the timeline frame changes\n */\nstruct TimelineFrameChangedEvent : EditorEvent {\n int frame = 0;\n\n TimelineFrameChangedEvent() : EditorEvent(EditorEventType::TimelinePlaybackChanged) {}\n};\n\n/**\n * @brief Emitted when timeline playback state changes\n */\nstruct TimelinePlaybackStateChangedEvent : EditorEvent {\n bool playing = false;\n\n TimelinePlaybackStateChangedEvent() : EditorEvent(EditorEventType::TimelinePlaybackChanged) {}\n};\n\n/**\n * @brief Emitted to open curve editor for a property\n */\nstruct OpenCurveEditorRequestedEvent : EditorEvent {\n QString propertyName;\n QString curveData;\n\n OpenCurveEditorRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted when a curve changes in the curve editor\n */\nstruct CurveChangedEvent : EditorEvent {\n QString curveId;\n\n CurveChangedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n// ============================================================================\n// Hierarchy Events\n// ============================================================================\n\n/**\n * @brief Emitted when an object is double-clicked in hierarchy\n */\nstruct HierarchyObjectDoubleClickedEvent : EditorEvent {\n QString objectId;\n\n HierarchyObjectDoubleClickedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted to request refreshing the hierarchy panel\n */\nstruct RefreshHierarchyRequestedEvent : EditorEvent {\n RefreshHierarchyRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n// ============================================================================\n// Panel Focus Events\n// ============================================================================\n\n/**\n * @brief Emitted when a panel should be shown and focused\n */\nstruct ShowPanelRequestedEvent : EditorEvent {\n QString panelName;\n bool raisePanel = true;\n bool focusPanel = false;\n\n ShowPanelRequestedEvent() : EditorEvent(EditorEventType::PanelFocusChanged) {}\n};\n\n// ============================================================================\n// Status Bar Events\n// ============================================================================\n\n/**\n * @brief Emitted to update the status bar message\n */\nstruct StatusMessageEvent : EditorEvent {\n QString message;\n int timeoutMs = 0;\n\n StatusMessageEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted to update status bar context (selection, node, etc.)\n */\nstruct StatusContextChangedEvent : EditorEvent {\n QString selectionLabel;\n QString nodeId;\n QString assetPath;\n\n StatusContextChangedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n// ============================================================================\n// Story Preview Events\n// ============================================================================\n\n/**\n * @brief Emitted to set story preview in scene view\n */\nstruct SetStoryPreviewEvent : EditorEvent {\n QString speaker;\n QString text;\n QStringList choices;\n\n SetStoryPreviewEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted to clear story preview in scene view\n */\nstruct ClearStoryPreviewEvent : EditorEvent {\n ClearStoryPreviewEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n// ============================================================================\n// Scene Document Events\n// ============================================================================\n\n/**\n * @brief Emitted to request loading a scene document\n */\nstruct LoadSceneDocumentRequestedEvent : EditorEvent {\n QString sceneId;\n\n LoadSceneDocumentRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n/**\n * @brief Emitted to request creating a new scene (Issue #329)\n *\n * This event is published when the Inspector panel or other UI triggers\n * the new scene creation workflow. The main window or project manager\n * should handle this by showing the new scene dialog.\n */\nstruct CreateSceneRequestedEvent : EditorEvent {\n CreateSceneRequestedEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override { return \"Create new scene requested\"; }\n};\n\n/**\n * @brief Emitted to request enabling/disabling animation preview mode\n */\nstruct SetAnimationPreviewModeEvent : EditorEvent {\n bool enabled = false;\n\n SetAnimationPreviewModeEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\n// ============================================================================\n// Scene Registry Auto-Sync Events (Issue #213)\n// ============================================================================\n\n/**\n * @brief Emitted when a new scene is created and registered\n *\n * This event allows panels to respond to new scenes being added to the project.\n * For example, the Story Graph can add the scene to its scene picker dropdown.\n */\nstruct SceneCreatedEvent : EditorEvent {\n QString sceneId; ///< ID of the newly created scene\n QString sceneName; ///< Display name of the scene\n\n SceneCreatedEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Scene created: \" + sceneId.toStdString();\n }\n};\n\n/**\n * @brief Emitted when a scene is renamed in the Scene Registry\n *\n * This event triggers automatic updates of all Story Graph nodes that reference\n * the renamed scene, ensuring consistency across the project.\n */\nstruct SceneRenamedEvent : EditorEvent {\n QString sceneId; ///< Scene ID (unchanged)\n QString oldName; ///< Previous display name\n QString newName; ///< New display name\n\n SceneRenamedEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Scene renamed: \" + sceneId.toStdString() + \" (\" + oldName.toStdString() + \" -> \" +\n newName.toStdString() + \")\";\n }\n};\n\n/**\n * @brief Emitted when a scene is deleted/unregistered from the project\n *\n * This event allows panels to validate references and show warnings for\n * orphaned scene references in the Story Graph.\n */\nstruct SceneDeletedEvent : EditorEvent {\n QString sceneId; ///< ID of the deleted scene\n\n SceneDeletedEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Scene deleted: \" + sceneId.toStdString();\n }\n};\n\n/**\n * @brief Emitted when a scene document (.nmscene file) is modified\n *\n * This event triggers thumbnail regeneration and updates in the Story Graph\n * to reflect the latest scene content.\n */\nstruct SceneDocumentModifiedEvent : EditorEvent {\n QString sceneId; ///< ID of the modified scene\n\n SceneDocumentModifiedEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Scene document modified: \" + sceneId.toStdString();\n }\n};\n\n/**\n * @brief Emitted when a scene's thumbnail is updated\n *\n * This event notifies the Story Graph to refresh the thumbnail display\n * for all nodes referencing this scene.\n */\nstruct SceneThumbnailUpdatedEvent : EditorEvent {\n QString sceneId; ///< ID of the scene\n QString thumbnailPath; ///< Path to the updated thumbnail image\n\n SceneThumbnailUpdatedEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Scene thumbnail updated: \" + sceneId.toStdString();\n }\n};\n\n/**\n * @brief Emitted when scene metadata changes (tags, description, etc.)\n *\n * This event allows panels to update their displays when scene metadata\n * is modified through the Inspector or other panels.\n */\nstruct SceneMetadataUpdatedEvent : EditorEvent {\n QString sceneId; ///< ID of the scene with updated metadata\n\n SceneMetadataUpdatedEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override {\n return \"Scene metadata updated: \" + sceneId.toStdString();\n }\n};\n\n/**\n * @brief Request to sync thumbnails for all scene nodes in Story Graph\n *\n * This event can be manually triggered to force a refresh of all\n * scene thumbnails in the Story Graph.\n */\nstruct SyncSceneToGraphEvent : EditorEvent {\n QString sceneId; ///< Specific scene to sync, or empty for all scenes\n\n SyncSceneToGraphEvent() : EditorEvent(EditorEventType::Custom) {}\n\n [[nodiscard]] std::string getDescription() const override {\n if (sceneId.isEmpty()) {\n return \"Sync all scenes to Story Graph\";\n }\n return \"Sync scene to Story Graph: \" + sceneId.toStdString();\n }\n};\n\n} // namespace NovelMind::editor::events\n","numLines":637,"startLine":1,"totalLines":637}}}
[2026-01-11T18:24:34.083Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_016pPQYNxKQESwVaQQVoj3nq","type":"tool_result","content":" 1β†’#include \"NovelMind/editor/mediators/selection_mediator.hpp\"\n 2β†’#include \"NovelMind/editor/qt/panels/nm_hierarchy_panel.hpp\"\n 3β†’#include \"NovelMind/editor/qt/panels/nm_inspector_panel.hpp\"\n 4β†’#include \"NovelMind/editor/qt/panels/nm_scene_view_panel.hpp\"\n 5β†’#include \"NovelMind/editor/qt/panels/nm_story_graph_panel.hpp\"\n 6β†’\n 7β†’#include <QDebug>\n 8β†’#include <QFileInfo>\n 9β†’\n 10β†’namespace NovelMind::editor::mediators {\n 11β†’\n 12β†’SelectionMediator::SelectionMediator(qt::NMSceneViewPanel *sceneView,\n 13β†’ qt::NMHierarchyPanel *hierarchy,\n 14β†’ qt::NMInspectorPanel *inspector,\n 15β†’ qt::NMStoryGraphPanel *storyGraph,\n 16β†’ QObject *parent)\n 17β†’ : QObject(parent), m_sceneView(sceneView), m_hierarchy(hierarchy),\n 18β†’ m_inspector(inspector), m_storyGraph(storyGraph) {}\n 19β†’\n 20β†’SelectionMediator::~SelectionMediator() { shutdown(); }\n 21β†’\n 22β†’void SelectionMediator::initialize() {\n 23β†’ auto &bus = EventBus::instance();\n 24β†’\n 25β†’ // Subscribe to scene object selection events\n 26β†’ m_subscriptions.push_back(\n 27β†’ bus.subscribe<events::SceneObjectSelectedEvent>(\n 28β†’ [this](const events::SceneObjectSelectedEvent &event) {\n 29β†’ onSceneObjectSelected(event);\n 30β†’ }));\n 31β†’\n 32β†’ // Subscribe to story graph node selection events\n 33β†’ m_subscriptions.push_back(\n 34β†’ bus.subscribe<events::StoryGraphNodeSelectedEvent>(\n 35β†’ [this](const events::StoryGraphNodeSelectedEvent &event) {\n 36β†’ onStoryGraphNodeSelected(event);\n 37β†’ }));\n 38β†’\n 39β†’ // Subscribe to asset selection events\n 40β†’ m_subscriptions.push_back(bus.subscribe<events::AssetSelectedEvent>(\n 41β†’ [this](const events::AssetSelectedEvent &event) {\n 42β†’ onAssetSelected(event);\n 43β†’ }));\n 44β†’\n 45β†’ // Subscribe to hierarchy double-click events\n 46β†’ m_subscriptions.push_back(\n 47β†’ bus.subscribe<events::HierarchyObjectDoubleClickedEvent>(\n 48β†’ [this](const events::HierarchyObjectDoubleClickedEvent &event) {\n 49β†’ onHierarchyObjectDoubleClicked(event);\n 50β†’ }));\n 51β†’\n 52β†’ // =========================================================================\n 53β†’ // Issue #203: Connect Qt signals to EventBus for panel integration\n 54β†’ // This bridges the gap between Qt's signal/slot mechanism and the EventBus\n 55β†’ // pattern used by mediators.\n 56β†’ // =========================================================================\n 57β†’\n 58β†’ // Connect Story Graph Panel's nodeSelected signal to publish EventBus event\n 59β†’ // Issue #470: Direct connection without debouncing here - debouncing is handled\n 60β†’ // in onStoryGraphNodeSelected() to allow immediate status updates while\n 61β†’ // throttling expensive operations like scene loading\n 62β†’ if (m_storyGraph) {\n 63β†’ connect(m_storyGraph, &qt::NMStoryGraphPanel::nodeSelected, this,\n 64β†’ [this](const QString &nodeIdString) {\n 65β†’ qDebug() << \"[SelectionMediator] Publishing \"\n 66β†’ \"StoryGraphNodeSelectedEvent for node:\"\n 67β†’ << nodeIdString;\n 68β†’\n 69β†’ events::StoryGraphNodeSelectedEvent event;\n 70β†’ event.nodeIdString = nodeIdString;\n 71β†’\n 72β†’ // Populate additional event data from the node if available\n 73β†’ if (auto *node = m_storyGraph->findNodeByIdString(nodeIdString)) {\n 74β†’ event.nodeType = node->nodeType();\n 75β†’ event.dialogueSpeaker = node->dialogueSpeaker();\n 76β†’ event.dialogueText = node->dialogueText();\n 77β†’ event.choiceOptions = node->choiceOptions();\n 78β†’ }\n 79β†’\n 80β†’ EventBus::instance().publish(event);\n 81β†’ });\n 82β†’\n 83β†’ connect(m_storyGraph, &qt::NMStoryGraphPanel::scriptNodeRequested, this,\n 84β†’ [](const QString &scriptPath) {\n 85β†’ qDebug() << \"[SelectionMediator] Publishing ScriptNodeRequestedEvent for script:\"\n 86β†’ << scriptPath;\n 87β†’ events::ScriptNodeRequestedEvent event;\n 88β†’ event.scriptPath = scriptPath;\n 89β†’ EventBus::instance().publish(event);\n 90β†’ });\n 91β†’\n 92β†’ connect(m_storyGraph, &qt::NMStoryGraphPanel::editDialogueFlowRequested, this,\n 93β†’ [](const QString &sceneId) {\n 94β†’ qDebug() << \"[SelectionMediator] Publishing EditDialogueFlowRequestedEvent for scene:\"\n 95β†’ << sceneId;\n 96β†’ events::EditDialogueFlowRequestedEvent event;\n 97β†’ event.sceneId = sceneId;\n 98β†’ EventBus::instance().publish(event);\n 99β†’ });\n 100β†’\n 101β†’ connect(m_storyGraph, &qt::NMStoryGraphPanel::openSceneScriptRequested, this,\n 102β†’ [](const QString &sceneId, const QString &scriptPath) {\n 103β†’ qDebug() << \"[SelectionMediator] Publishing OpenSceneScriptRequestedEvent for scene:\"\n 104β†’ << sceneId << \"script:\" << scriptPath;\n 105β†’ events::OpenSceneScriptRequestedEvent event;\n 106β†’ event.sceneId = sceneId;\n 107β†’ event.scriptPath = scriptPath;\n 108β†’ EventBus::instance().publish(event);\n 109β†’ });\n 110β†’\n 111β†’ // Issue #239: Connect navigateToScriptDefinitionRequested signal\n 112β†’ connect(m_storyGraph, &qt::NMStoryGraphPanel::navigateToScriptDefinitionRequested,\n 113β†’ this, [](const QString &sceneId, const QString &scriptPath) {\n 114β†’ qDebug() << \"[SelectionMediator] Publishing \"\n 115β†’ \"NavigateToScriptDefinitionEvent for scene:\"\n 116β†’ << sceneId << \"script:\" << scriptPath;\n 117β†’\n 118β†’ events::NavigateToScriptDefinitionEvent event;\n 119β†’ event.sceneId = sceneId;\n 120β†’ event.scriptPath = scriptPath;\n 121β†’ EventBus::instance().publish(event);\n 122β†’ });\n 123β†’\n 124β†’ // Issue #344: Connect sceneNodeDoubleClicked signal to navigate to Scene View\n 125β†’ connect(m_storyGraph, &qt::NMStoryGraphPanel::sceneNodeDoubleClicked,\n 126β†’ this, [](const QString &sceneId) {\n 127β†’ qDebug() << \"[SelectionMediator] Publishing \"\n 128β†’ \"SceneNodeDoubleClickedEvent for scene:\"\n 129β†’ << sceneId;\n 130β†’\n 131β†’ events::SceneNodeDoubleClickedEvent event;\n 132β†’ event.sceneId = sceneId;\n 133β†’ EventBus::instance().publish(event);\n 134β†’ });\n 135β†’ }\n 136β†’\n 137β†’ qDebug() << \"[SelectionMediator] Initialized with\"\n 138β†’ << m_subscriptions.size() << \"subscriptions\";\n 139β†’}\n 140β†’\n 141β†’void SelectionMediator::shutdown() {\n 142β†’ // Issue #470: Cancel any pending debounced operations before shutdown\n 143β†’ m_selectionDebouncer.cancel();\n 144β†’ m_sceneLoadDebouncer.cancel();\n 145β†’\n 146β†’ // Issue #463: Disconnect all Qt signal connections to prevent memory leaks\n 147β†’ // and stale connections. This is critical for proper cleanup when panels\n 148β†’ // are destroyed or mediator is reinitialized.\n 149β†’ if (m_storyGraph) {\n 150β†’ disconnect(m_storyGraph, nullptr, this, nullptr);\n 151β†’ }\n 152β†’\n 153β†’ auto &bus = EventBus::instance();\n 154β†’ for (const auto &sub : m_subscriptions) {\n 155β†’ bus.unsubscribe(sub);\n 156β†’ }\n 157β†’ m_subscriptions.clear();\n 158β†’ qDebug() << \"[SelectionMediator] Shutdown complete\";\n 159β†’}\n 160β†’\n 161β†’void SelectionMediator::onSceneObjectSelected(\n 162β†’ const events::SceneObjectSelectedEvent &event) {\n 163β†’ if (m_processingSelection) {\n 164β†’ return;\n 165β†’ }\n 166β†’ m_processingSelection = true;\n 167β†’\n 168β†’ qDebug() << \"[SelectionMediator] Scene object selected:\" << event.objectId\n 169β†’ << \"from:\" << event.sourcePanel;\n 170β†’\n 171β†’ // Update inspector if it's not the source\n 172β†’ if (m_inspector && event.sourcePanel != \"Inspector\") {\n 173β†’ if (event.objectId.isEmpty()) {\n 174β†’ m_inspector->showNoSelection();\n 175β†’ } else if (m_sceneView) {\n 176β†’ if (auto *obj = m_sceneView->findObjectById(event.objectId)) {\n 177β†’ m_inspector->inspectSceneObject(obj, event.editable);\n 178β†’ }\n 179β†’ }\n 180β†’ }\n 181β†’\n 182β†’ // Update hierarchy if it's not the source\n 183β†’ if (m_hierarchy && event.sourcePanel != \"Hierarchy\") {\n 184β†’ m_hierarchy->selectObject(event.objectId);\n 185β†’ }\n 186β†’\n 187β†’ // Update scene view if it's not the source\n 188β†’ if (m_sceneView && event.sourcePanel != \"SceneView\") {\n 189β†’ m_sceneView->selectObjectById(event.objectId);\n 190β†’ }\n 191β†’\n 192β†’ // Publish status context update\n 193β†’ events::StatusContextChangedEvent statusEvent;\n 194β†’ if (!event.objectId.isEmpty()) {\n 195β†’ statusEvent.selectionLabel =\n 196β†’ QObject::tr(\"Object: %1\").arg(event.objectId);\n 197β†’ }\n 198β†’ EventBus::instance().publish(statusEvent);\n 199β†’\n 200β†’ m_processingSelection = false;\n 201β†’}\n 202β†’\n 203β†’void SelectionMediator::onStoryGraphNodeSelected(\n 204β†’ const events::StoryGraphNodeSelectedEvent &event) {\n 205β†’ if (m_processingSelection) {\n 206β†’ return;\n 207β†’ }\n 208β†’ m_processingSelection = true;\n 209β†’\n 210β†’ qDebug() << \"[SelectionMediator] Story graph node selected:\"\n 211β†’ << event.nodeIdString;\n 212β†’\n 213β†’ // Issue #470: Store pending node ID for debounced operations\n 214β†’ m_pendingNodeId = event.nodeIdString;\n 215β†’\n 216β†’ // Immediate lightweight updates (no debouncing needed)\n 217β†’ // Publish status context update immediately for responsive feedback\n 218β†’ events::StatusContextChangedEvent statusEvent;\n 219β†’ if (!event.nodeIdString.isEmpty()) {\n 220β†’ statusEvent.selectionLabel =\n 221β†’ QObject::tr(\"Node: %1\").arg(event.nodeIdString);\n 222β†’ statusEvent.nodeId = event.nodeIdString;\n 223β†’ }\n 224β†’ EventBus::instance().publish(statusEvent);\n 225β†’\n 226β†’ // Issue #470: Debounce inspector and scene view updates\n 227β†’ // This prevents UI freeze during rapid selection changes (marquee selection)\n 228β†’ m_selectionDebouncer.trigger([this, event]() {\n 229β†’ if (m_inspector) {\n 230β†’ if (event.nodeIdString.isEmpty()) {\n 231β†’ m_inspector->showNoSelection();\n 232β†’ if (m_sceneView) {\n 233β†’ m_sceneView->clearStoryPreview();\n 234β†’ }\n 235β†’ } else if (m_storyGraph) {\n 236β†’ if (auto *node =\n 237β†’ m_storyGraph->findNodeByIdString(event.nodeIdString)) {\n 238β†’ m_inspector->inspectStoryGraphNode(node, true);\n 239β†’ m_inspector->show();\n 240β†’ m_inspector->raise();\n 241β†’\n 242β†’ // Update scene view with story preview\n 243β†’ if (m_sceneView) {\n 244β†’ m_sceneView->setStoryPreview(event.dialogueSpeaker,\n 245β†’ event.dialogueText,\n 246β†’ event.choiceOptions);\n 247β†’ }\n 248β†’ }\n 249β†’
[2026-01-11T18:24:34.085Z] [INFO] }\n 250β†’ }\n 251β†’\n 252β†’ // Issue #470: Debounce expensive scene loading operation separately\n 253β†’ // Uses longer delay to avoid loading multiple scenes during rapid navigation\n 254β†’ m_sceneLoadDebouncer.trigger([this, event]() {\n 255β†’ if (m_sceneView && m_storyGraph) {\n 256β†’ // Load scene document if not in play mode (handled by PlayModeController)\n 257β†’ if (event.nodeType.compare(\"Entry\", Qt::CaseInsensitive) != 0) {\n 258β†’ // Scene loading is handled via LoadSceneDocumentRequestedEvent\n 259β†’ events::LoadSceneDocumentRequestedEvent loadEvent;\n 260β†’ loadEvent.sceneId = event.nodeIdString;\n 261β†’ EventBus::instance().publish(loadEvent);\n 262β†’ qDebug() << \"[SelectionMediator] Debounced scene load for node:\"\n 263β†’ << event.nodeIdString;\n 264β†’ }\n 265β†’ }\n 266β†’ });\n 267β†’ });\n 268β†’\n 269β†’ m_processingSelection = false;\n 270β†’}\n 271β†’\n 272β†’void SelectionMediator::onAssetSelected(\n 273β†’ const events::AssetSelectedEvent &event) {\n 274β†’ qDebug() << \"[SelectionMediator] Asset selected:\" << event.path;\n 275β†’\n 276β†’ // Publish status context update\n 277β†’ events::StatusContextChangedEvent statusEvent;\n 278β†’ if (!event.path.isEmpty()) {\n 279β†’ QFileInfo info(event.path);\n 280β†’ statusEvent.selectionLabel =\n 281β†’ QObject::tr(\"Asset: %1\").arg(info.fileName());\n 282β†’ statusEvent.assetPath = event.path;\n 283β†’ }\n 284β†’ EventBus::instance().publish(statusEvent);\n 285β†’}\n 286β†’\n 287β†’void SelectionMediator::onHierarchyObjectDoubleClicked(\n 288β†’ const events::HierarchyObjectDoubleClickedEvent &event) {\n 289β†’ if (event.objectId.isEmpty()) {\n 290β†’ return;\n 291β†’ }\n 292β†’\n 293β†’ qDebug() << \"[SelectionMediator] Hierarchy object double-clicked:\"\n 294β†’ << event.objectId;\n 295β†’\n 296β†’ // Show and raise inspector when hierarchy item is double-clicked\n 297β†’ if (m_inspector) {\n 298β†’ if (m_inspector->isFloating()) {\n 299β†’ m_inspector->setFloating(false);\n 300β†’ }\n 301β†’ m_inspector->show();\n 302β†’ m_inspector->raise();\n 303β†’ m_inspector->setFocus();\n 304β†’ }\n 305β†’}\n 306β†’\n 307β†’} // namespace NovelMind::editor::mediators\n 308β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":"toolu_01KPsmD37vLRrR84JLBcsx7j","session_id":"5507650e-d176-48f7-b1da-4d1442ecd97e","uuid":"16d53573-c14e-4f71-be97-35143d345fb9","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768155806997/editor/src/mediators/selection_mediator.cpp","content":"#include \"NovelMind/editor/mediators/selection_mediator.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_hierarchy_panel.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_inspector_panel.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_scene_view_panel.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_story_graph_panel.hpp\"\n\n#include <QDebug>\n#include <QFileInfo>\n\nnamespace NovelMind::editor::mediators {\n\nSelectionMediator::SelectionMediator(qt::NMSceneViewPanel *sceneView,\n qt::NMHierarchyPanel *hierarchy,\n qt::NMInspectorPanel *inspector,\n qt::NMStoryGraphPanel *storyGraph,\n QObject *parent)\n : QObject(parent), m_sceneView(sceneView), m_hierarchy(hierarchy),\n m_inspector(inspector), m_storyGraph(storyGraph) {}\n\nSelectionMediator::~SelectionMediator() { shutdown(); }\n\nvoid SelectionMediator::initialize() {\n auto &bus = EventBus::instance();\n\n // Subscribe to scene object selection events\n m_subscriptions.push_back(\n bus.subscribe<events::SceneObjectSelectedEvent>(\n [this](const events::SceneObjectSelectedEvent &event) {\n onSceneObjectSelected(event);\n }));\n\n // Subscribe to story graph node selection events\n m_subscriptions.push_back(\n bus.subscribe<events::StoryGraphNodeSelectedEvent>(\n [this](const events::StoryGraphNodeSelectedEvent &event) {\n onStoryGraphNodeSelected(event);\n }));\n\n // Subscribe to asset selection events\n m_subscriptions.push_back(bus.subscribe<events::AssetSelectedEvent>(\n [this](const events::AssetSelectedEvent &event) {\n onAssetSelected(event);\n }));\n\n // Subscribe to hierarchy double-click events\n m_subscriptions.push_back(\n bus.subscribe<events::HierarchyObjectDoubleClickedEvent>(\n [this](const events::HierarchyObjectDoubleClickedEvent &event) {\n onHierarchyObjectDoubleClicked(event);\n }));\n\n // =========================================================================\n // Issue #203: Connect Qt signals to EventBus for panel integration\n // This bridges the gap between Qt's signal/slot mechanism and the EventBus\n // pattern used by mediators.\n // =========================================================================\n\n // Connect Story Graph Panel's nodeSelected signal to publish EventBus event\n // Issue #470: Direct connection without debouncing here - debouncing is handled\n // in onStoryGraphNodeSelected() to allow immediate status updates while\n // throttling expensive operations like scene loading\n if (m_storyGraph) {\n connect(m_storyGraph, &qt::NMStoryGraphPanel::nodeSelected, this,\n [this](const QString &nodeIdString) {\n qDebug() << \"[SelectionMediator] Publishing \"\n \"StoryGraphNodeSelectedEvent for node:\"\n << nodeIdString;\n\n events::StoryGraphNodeSelectedEvent event;\n event.nodeIdString = nodeIdString;\n\n // Populate additional event data from the node if available\n if (auto *node = m_storyGraph->findNodeByIdString(nodeIdString)) {\n event.nodeType = node->nodeType();\n event.dialogueSpeaker = node->dialogueSpeaker();\n event.dialogueText = node->dialogueText();\n event.choiceOptions = node->choiceOptions();\n }\n\n EventBus::instance().publish(event);\n });\n\n connect(m_storyGraph, &qt::NMStoryGraphPanel::scriptNodeRequested, this,\n [](const QString &scriptPath) {\n qDebug() << \"[SelectionMediator] Publishing ScriptNodeRequestedEvent for script:\"\n << scriptPath;\n events::ScriptNodeRequestedEvent event;\n event.scriptPath = scriptPath;\n EventBus::instance().publish(event);\n });\n\n connect(m_storyGraph, &qt::NMStoryGraphPanel::editDialogueFlowRequested, this,\n [](const QString &sceneId) {\n qDebug() << \"[SelectionMediator] Publishing EditDialogueFlowRequestedEvent for scene:\"\n << sceneId;\n events::EditDialogueFlowRequestedEvent event;\n event.sceneId = sceneId;\n EventBus::instance().publish(event);\n });\n\n connect(m_storyGraph, &qt::NMStoryGraphPanel::openSceneScriptRequested, this,\n [](const QString &sceneId, const QString &scriptPath) {\n qDebug() << \"[SelectionMediator] Publishing OpenSceneScriptRequestedEvent for scene:\"\n << sceneId << \"script:\" << scriptPath;\n events::OpenSceneScriptRequestedEvent event;\n event.sceneId = sceneId;\n event.scriptPath = scriptPath;\n EventBus::instance().publish(event);\n });\n\n // Issue #239: Connect navigateToScriptDefinitionRequested signal\n connect(m_storyGraph, &qt::NMStoryGraphPanel::navigateToScriptDefinitionRequested,\n this, [](const QString &sceneId, const QString &scriptPath) {\n qDebug() << \"[SelectionMediator] Publishing \"\n \"NavigateToScriptDefinitionEvent for scene:\"\n << sceneId << \"script:\" << scriptPath;\n\n events::NavigateToScriptDefinitionEvent event;\n event.sceneId = sceneId;\n event.scriptPath = scriptPath;\n EventBus::instance().publish(event);\n });\n\n // Issue #344: Connect sceneNodeDoubleClicked signal to navigate to Scene View\n connect(m_storyGraph, &qt::NMStoryGraphPanel::sceneNodeDoubleClicked,\n this, [](const QString &sceneId) {\n qDebug() << \"[SelectionMediator] Publishing \"\n \"SceneNodeDoubleClickedEvent for scene:\"\n << sceneId;\n\n events::SceneNodeDoubleClickedEvent event;\n event.sceneId = sceneId;\n EventBus::instance().publish(event);\n });\n }\n\n qDebug() << \"[SelectionMediator] Initialized with\"\n << m_subscriptions.size() << \"subscriptions\";\n}\n\nvoid SelectionMediator::shutdown() {\n // Issue #470: Cancel any pending debounced operations before shutdown\n m_selectionDebouncer.cancel();\n m_sceneLoadDebouncer.cancel();\n\n // Issue #463: Disconnect all Qt signal connections to prevent memory leaks\n // and stale connections. This is critical for proper cleanup when panels\n // are destroyed or mediator is reinitialized.\n if (m_storyGraph) {\n disconnect(m_storyGraph, nullptr, this, nullptr);\n }\n\n auto &bus = EventBus::instance();\n for (const auto &sub : m_subscriptions) {\n bus.unsubscribe(sub);\n }\n m_subscriptions.clear();\n qDebug() << \"[SelectionMediator] Shutdown complete\";\n}\n\nvoid SelectionMediator::onSceneObjectSelected(\n const events::SceneObjectSelectedEvent &event) {\n if (m_processingSelection) {\n return;\n }\n m_processingSelection = true;\n\n qDebug() << \"[SelectionMediator] Scene object selected:\" << event.objectId\n << \"from:\" << event.sourcePanel;\n\n // Update inspector if it's not the source\n if (m_inspector && event.sourcePanel != \"Inspector\") {\n if (event.objectId.isEmpty()) {\n m_inspector->showNoSelection();\n } else if (m_sceneView) {\n if (auto *obj = m_sceneView->findObjectById(event.objectId)) {\n m_inspector->inspectSceneObject(obj, event.editable);\n }\n }\n }\n\n // Update hierarchy if it's not the source\n if (m_hierarchy && event.sourcePanel != \"Hierarchy\") {\n m_hierarchy->selectObject(event.objectId);\n }\n\n // Update scene view if it's not the source\n if (m_sceneView && event.sourcePanel != \"SceneView\") {\n m_sceneView->selectObjectById(event.objectId);\n }\n\n // Publish status context update\n events::StatusContextChangedEvent statusEvent;\n if (!event.objectId.isEmpty()) {\n statusEvent.selectionLabel =\n QObject::tr(\"Object: %1\").arg(event.objectId);\n }\n EventBus::instance().publish(statusEvent);\n\n m_processingSelection = false;\n}\n\nvoid SelectionMediator::onStoryGraphNodeSelected(\n const events::StoryGraphNodeSelectedEvent &event) {\n if (m_processingSelection) {\n return;\n }\n m_processingSelection = true;\n\n qDebug() << \"[SelectionMediator] Story graph node selected:\"\n << event.nodeIdString;\n\n // Issue #470: Store pending node ID for debounced operations\n m_pendingNodeId = event.nodeIdString;\n\n // Immediate lightweight updates (no debouncing needed)\n // Publish status context update immediately for responsive feedback\n events::StatusContextChangedEvent statusEvent;\n if (!event.nodeIdString.isEmpty()) {\n statusEvent.selectionLabel =\n QObject::tr(\"Node: %1\").arg(event.nodeIdString);\n statusEvent.nodeId = event.nodeIdString;\n }\n EventBus::instance().publish(statusEvent);\n\n // Issue #470: Debounce inspector and scene view updates\n // This prevents UI freeze during rapid selection changes (marquee selection)\n m_selectionDebouncer.trigger([this, event]() {\n if (m_inspector) {\n if (event.nodeIdString.isEmpty()) {\n m_inspector->showNoSelection();\n if (m_sceneView) {\n m_sceneView->clearStoryPreview();\n }\n } else if (m_storyGraph) {\n if (auto *node =\n m_storyGraph->findNodeByIdString(event.nodeIdString)) {\n m_inspector->inspectStoryGraphNode(node, true);\n m_inspector->show();\n m_inspector->raise();\n\n // Update scene view with story preview\n if (m_sceneView) {\n m_sceneView->setStoryPreview(event.dialogueSpeaker,\n event.dialogueText,\n event.choiceOptions);\n }\n }\n }\n }\n\n // Issue #470: Debounce expensive scene loading operation separately\n // Uses longer delay to avoid loading multiple scenes during rapid navigation\n m_sceneLoadDebouncer.trigger([this, event]() {\n if (m_sceneView && m_storyGraph) {\n // Load scene document if not in play mode (handled by PlayModeController)\n if (event.nodeType.compare(\"Entry\", Qt::CaseInsensitive) != 0) {\n // Scene loading is handled via LoadSceneDocumentRequestedEvent\n events::LoadSceneDocumentRequestedEvent loadEvent;\n loadEvent.sceneId = event.nodeIdString;\n EventBus::instance().publish(loadEvent);\n qDebug() << \"[SelectionMediator] Debounced scene load for node:\"\n << event.nodeIdString;\n }\n }\n });\n });\n\n m_processingSelection = false;\n}\n\nvoid SelectionMediator::onAssetSelected(\n const events::AssetSelectedEvent &event) {\n qDebug() << \"[SelectionMediator] Asset selected:\" << event.path;\n\n // Publish status context update\n events::StatusContextChangedEvent statusEvent;\n if (!event.path.isEmpty()) {\n QFileInfo info(event.path);\n statusEvent.selectionLabel =\n QObject::tr(\"Asset: %1\").arg(info.fileName());\n statusEvent.assetPath = event.path;\n }\n EventBus::instance().publish(statusEvent);\n}\n\nvoid SelectionMediator::onHierarchyObjectDoubleClicked(\n const events::HierarchyObjectDoubleClickedEvent &event) {\n if (event.objectId.isEmpty()) {\n return;\n }\n\n qDebug() << \"[SelectionMediator] Hierarchy object double-clicked:\"\n << event.objectId;\n\n // Show and raise inspector when hierarchy item is double-clicked\n if (m_inspector) {\n if (m_inspector->isFloating()) {\n m_inspector->setFloating(false);\n }\n m_inspector->show();\n m_inspector->raise();\n m_inspector->setFocus();\n }\n}\n\n} // namespace NovelMind::editor::mediators\n","numLines":308,"startLine":1,"totalLines":308}}}
[2026-01-11T18:24:34.126Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_018GrdoHB6fwCm27TgfzsdLv","type":"tool_result","content":" 1β†’#include \"NovelMind/editor/mediators/property_mediator.hpp\"\n 2β†’#include \"NovelMind/editor/qt/nm_undo_manager.hpp\"\n 3β†’#include \"NovelMind/editor/qt/panels/nm_curve_editor_panel.hpp\"\n 4β†’#include \"NovelMind/editor/qt/panels/nm_inspector_panel.hpp\"\n 5β†’#include \"NovelMind/editor/qt/panels/nm_scene_view_panel.hpp\"\n 6β†’#include \"NovelMind/editor/qt/panels/nm_script_doc_panel.hpp\"\n 7β†’#include \"NovelMind/editor/qt/panels/nm_script_editor_panel.hpp\"\n 8β†’#include \"NovelMind/editor/qt/panels/nm_story_graph_panel.hpp\"\n 9β†’\n 10β†’#include <QDebug>\n 11β†’\n 12β†’namespace NovelMind::editor::mediators {\n 13β†’\n 14β†’PropertyMediator::PropertyMediator(qt::NMSceneViewPanel *sceneView,\n 15β†’ qt::NMInspectorPanel *inspector,\n 16β†’ qt::NMStoryGraphPanel *storyGraph,\n 17β†’ qt::NMCurveEditorPanel *curveEditor,\n 18β†’ qt::NMScriptEditorPanel *scriptEditor,\n 19β†’ qt::NMScriptDocPanel *scriptDoc,\n 20β†’ QObject *parent)\n 21β†’ : QObject(parent), m_sceneView(sceneView), m_inspector(inspector),\n 22β†’ m_storyGraph(storyGraph), m_curveEditor(curveEditor),\n 23β†’ m_scriptEditor(scriptEditor), m_scriptDoc(scriptDoc) {}\n 24β†’\n 25β†’PropertyMediator::~PropertyMediator() { shutdown(); }\n 26β†’\n 27β†’void PropertyMediator::initialize() {\n 28β†’ auto &bus = EventBus::instance();\n 29β†’\n 30β†’ // Property change events from inspector\n 31β†’ m_subscriptions.push_back(\n 32β†’ bus.subscribe<events::InspectorPropertyChangedEvent>(\n 33β†’ [this](const events::InspectorPropertyChangedEvent &event) {\n 34β†’ onInspectorPropertyChanged(event);\n 35β†’ }));\n 36β†’\n 37β†’ // Scene object position changes from scene view\n 38β†’ m_subscriptions.push_back(\n 39β†’ bus.subscribe<events::SceneObjectPositionChangedEvent>(\n 40β†’ [this](const events::SceneObjectPositionChangedEvent &event) {\n 41β†’ onSceneObjectPositionChanged(event);\n 42β†’ }));\n 43β†’\n 44β†’ // Scene object transform finished\n 45β†’ m_subscriptions.push_back(\n 46β†’ bus.subscribe<events::SceneObjectTransformFinishedEvent>(\n 47β†’ [this](const events::SceneObjectTransformFinishedEvent &event) {\n 48β†’ onSceneObjectTransformFinished(event);\n 49β†’ }));\n 50β†’\n 51β†’ // Update inspector property (from other panels)\n 52β†’ m_subscriptions.push_back(bus.subscribe<events::UpdateInspectorPropertyEvent>(\n 53β†’ [this](const events::UpdateInspectorPropertyEvent &event) {\n 54β†’ onUpdateInspectorProperty(event);\n 55β†’ }));\n 56β†’\n 57β†’ // Curve editor requests\n 58β†’ m_subscriptions.push_back(\n 59β†’ bus.subscribe<events::OpenCurveEditorRequestedEvent>(\n 60β†’ [this](const events::OpenCurveEditorRequestedEvent &event) {\n 61β†’ onOpenCurveEditorRequested(event);\n 62β†’ }));\n 63β†’\n 64β†’ // Curve changes\n 65β†’ m_subscriptions.push_back(bus.subscribe<events::CurveChangedEvent>(\n 66β†’ [this](const events::CurveChangedEvent &event) {\n 67β†’ onCurveChanged(event);\n 68β†’ }));\n 69β†’\n 70β†’ // Script doc HTML changes\n 71β†’ m_subscriptions.push_back(bus.subscribe<events::ScriptDocHtmlChangedEvent>(\n 72β†’ [this](const events::ScriptDocHtmlChangedEvent &event) {\n 73β†’ onScriptDocHtmlChanged(event);\n 74β†’ }));\n 75β†’\n 76β†’ // =========================================================================\n 77β†’ // Issue #203: Connect Qt signals to EventBus for panel integration\n 78β†’ // This bridges the gap between Qt's signal/slot mechanism and the EventBus\n 79β†’ // pattern used by mediators.\n 80β†’ // =========================================================================\n 81β†’\n 82β†’ // Connect Inspector Panel's propertyChanged signal to publish EventBus event\n 83β†’ if (m_inspector) {\n 84β†’ connect(m_inspector, &qt::NMInspectorPanel::propertyChanged, this,\n 85β†’ [](const QString &objectId, const QString &propertyName,\n 86β†’ const QString &newValue) {\n 87β†’ qDebug() << \"[PropertyMediator] Publishing \"\n 88β†’ \"InspectorPropertyChangedEvent for property:\"\n 89β†’ << propertyName << \"on\" << objectId;\n 90β†’\n 91β†’ events::InspectorPropertyChangedEvent event;\n 92β†’ event.objectId = objectId;\n 93β†’ event.propertyName = propertyName;\n 94β†’ event.newValue = newValue;\n 95β†’\n 96β†’ EventBus::instance().publish(event);\n 97β†’ });\n 98β†’ }\n 99β†’\n 100β†’ qDebug() << \"[PropertyMediator] Initialized with\"\n 101β†’ << m_subscriptions.size() << \"subscriptions\";\n 102β†’}\n 103β†’\n 104β†’void PropertyMediator::shutdown() {\n 105β†’ auto &bus = EventBus::instance();\n 106β†’ for (const auto &sub : m_subscriptions) {\n 107β†’ bus.unsubscribe(sub);\n 108β†’ }\n 109β†’ m_subscriptions.clear();\n 110β†’ qDebug() << \"[PropertyMediator] Shutdown complete\";\n 111β†’}\n 112β†’\n 113β†’void PropertyMediator::onInspectorPropertyChanged(\n 114β†’ const events::InspectorPropertyChangedEvent &event) {\n 115β†’ if (m_processingProperty || event.objectId.isEmpty()) {\n 116β†’ return;\n 117β†’ }\n 118β†’ m_processingProperty = true;\n 119β†’\n 120β†’ qDebug() << \"[PropertyMediator] Property changed:\" << event.propertyName\n 121β†’ << \"=\" << event.newValue << \"on\" << event.objectId;\n 122β†’\n 123β†’ // Check if this is a curve editor open request\n 124β†’ if (event.propertyName.endsWith(\":openCurveEditor\")) {\n 125β†’ events::OpenCurveEditorRequestedEvent curveEvent;\n 126β†’ curveEvent.propertyName = event.propertyName.left(\n 127β†’ event.propertyName.length() - QString(\":openCurveEditor\").length());\n 128β†’ curveEvent.curveData = event.newValue;\n 129β†’ EventBus::instance().publish(curveEvent);\n 130β†’ m_processingProperty = false;\n 131β†’ return;\n 132β†’ }\n 133β†’\n 134β†’ // Try to apply to scene object first\n 135β†’ if (m_sceneView && m_sceneView->findObjectById(event.objectId)) {\n 136β†’ applyPropertyToSceneObject(event.objectId, event.propertyName, event.newValue);\n 137β†’ }\n 138β†’ // Otherwise try story graph node\n 139β†’ else if (m_storyGraph && m_storyGraph->findNodeByIdString(event.objectId)) {\n 140β†’ applyPropertyToStoryGraphNode(event.objectId, event.propertyName, event.newValue);\n 141β†’ }\n 142β†’\n 143β†’ m_processingProperty = false;\n 144β†’}\n 145β†’\n 146β†’void PropertyMediator::applyPropertyToSceneObject(const QString &objectId,\n 147β†’ const QString &propertyName,\n 148β†’ const QString &value) {\n 149β†’ if (!m_sceneView) {\n 150β†’ return;\n 151β†’ }\n 152β†’\n 153β†’ auto *obj = m_sceneView->findObjectById(objectId);\n 154β†’ if (!obj) {\n 155β†’ return;\n 156β†’ }\n 157β†’\n 158β†’ if (propertyName == \"name\") {\n 159β†’ m_sceneView->renameObject(objectId, value);\n 160β†’ m_sceneView->selectObjectById(objectId);\n 161β†’ } else if (propertyName == \"asset\") {\n 162β†’ m_sceneView->setObjectAsset(objectId, value);\n 163β†’ m_sceneView->selectObjectById(objectId);\n 164β†’ } else if (propertyName == \"position_x\" || propertyName == \"position_y\") {\n 165β†’ QPointF pos = obj->pos();\n 166β†’ if (propertyName == \"position_x\") {\n 167β†’ po
[2026-01-11T18:24:34.128Z] [INFO] s.setX(value.toDouble());\n 168β†’ } else {\n 169β†’ pos.setY(value.toDouble());\n 170β†’ }\n 171β†’ m_sceneView->moveObject(objectId, pos);\n 172β†’ } else if (propertyName == \"rotation\") {\n 173β†’ m_sceneView->rotateObject(objectId, value.toDouble());\n 174β†’ } else if (propertyName == \"scale_x\" || propertyName == \"scale_y\") {\n 175β†’ QPointF scale = m_sceneView->graphicsScene()->getObjectScale(objectId);\n 176β†’ if (propertyName == \"scale_x\") {\n 177β†’ scale.setX(value.toDouble());\n 178β†’ } else {\n 179β†’ scale.setY(value.toDouble());\n 180β†’ }\n 181β†’ m_sceneView->scaleObject(objectId, scale.x(), scale.y());\n 182β†’ } else if (propertyName == \"visible\") {\n 183β†’ const bool newVisible = (value.toLower() == \"true\" || value == \"1\");\n 184β†’ const bool oldVisible = obj->isVisible();\n 185β†’ if (oldVisible != newVisible) {\n 186β†’ auto *cmd = new qt::ToggleObjectVisibilityCommand(\n 187β†’ m_sceneView, objectId, oldVisible, newVisible);\n 188β†’ qt::NMUndoManager::instance().pushCommand(cmd);\n 189β†’ }\n 190β†’ } else if (propertyName == \"alpha\") {\n 191β†’ m_sceneView->setObjectOpacity(objectId, value.toDouble());\n 192β†’ } else if (propertyName == \"z\") {\n 193β†’ m_sceneView->setObjectZOrder(objectId, value.toDouble());\n 194β†’ } else if (propertyName == \"locked\") {\n 195β†’ const bool newLocked = (value.toLower() == \"true\" || value == \"1\");\n 196β†’ const bool oldLocked = obj->isLocked();\n 197β†’ if (oldLocked != newLocked) {\n 198β†’ auto *cmd = new qt::ToggleObjectLockedCommand(\n 199β†’ m_sceneView, objectId, oldLocked, newLocked);\n 200β†’ qt::NMUndoManager::instance().pushCommand(cmd);\n 201β†’ }\n 202β†’ }\n 203β†’\n 204β†’ // Update inspector with the new value\n 205β†’ if (m_inspector && m_inspector->currentObjectId() == objectId) {\n 206β†’ m_inspector->updatePropertyValue(propertyName, value);\n 207β†’ }\n 208β†’}\n 209β†’\n 210β†’void PropertyMediator::applyPropertyToStoryGraphNode(const QString &nodeId,\n 211β†’ const QString &propertyName,\n 212β†’ const QString &value) {\n 213β†’ if (!m_storyGraph) {\n 214β†’ return;\n 215β†’ }\n 216β†’\n 217β†’ m_storyGraph->applyNodePropertyChange(nodeId, propertyName, value);\n 218β†’\n 219β†’ // If script path changed, open the script\n 220β†’ if (propertyName == \"scriptPath\" && m_scriptEditor) {\n 221β†’ m_scriptEditor->openScript(value);\n 222β†’ }\n 223β†’\n 224β†’ // Update scene preview if dialogue properties changed\n 225β†’ if (m_sceneView) {\n 226β†’ if (auto *node = m_storyGraph->findNodeByIdString(nodeId)) {\n 227β†’ m_sceneView->setStoryPreview(node->dialogueSpeaker(),\n 228β†’ node->dialogueText(),\n 229β†’ node->choiceOptions());\n 230β†’ }\n 231β†’ }\n 232β†’\n 233β†’ // Update inspector with the new value\n 234β†’ if (m_inspector && m_inspector->currentObjectId() == nodeId) {\n 235β†’ m_inspector->updatePropertyValue(propertyName, value);\n 236β†’ }\n 237β†’}\n 238β†’\n 239β†’void PropertyMediator::onSceneObjectPositionChanged(\n 240β†’ const events::SceneObjectPositionChangedEvent &event) {\n 241β†’ if (m_processingProperty) {\n 242β†’ return;\n 243β†’ }\n 244β†’ m_processingProperty = true;\n 245β†’\n 246β†’ if (m_inspector && m_inspector->currentObjectId() == event.objectId) {\n 247β†’ m_inspector->updatePropertyValue(\"position_x\",\n 248β†’ QString::number(event.newPosition.x()));\n 249β†’ m_inspector->updatePropertyValue(\"position_y\",\n 250β†’ QString::number(event.newPosition.y()));\n 251β†’ }\n 252β†’\n 253β†’ m_processingProperty = false;\n 254β†’}\n 255β†’\n 256β†’void PropertyMediator::onSceneObjectTransformFinished(\n 257β†’ const events::SceneObjectTransformFinishedEvent &event) {\n 258β†’ if (m_processingProperty) {\n 259β†’ return;\n 260β†’ }\n 261β†’ m_processingProperty = true;\n 262β†’\n 263β†’ if (m_inspector && m_inspector->currentObjectId() == event.objectId) {\n 264β†’ m_inspector->updatePropertyValue(\"position_x\",\n 265β†’ QString::number(event.newPosition.x()));\n 266β†’ m_inspector->updatePropertyValue(\"position_y\",\n 267β†’ QString::number(event.newPosition.y()));\n 268β†’ m_inspector->updatePropertyValue(\"rotation\",\n 269β†’ QString::number(event.newRotation));\n 270β†’ m_inspector->updatePropertyValue(\"scale_x\",\n 271β†’ QString::number(event.newScaleX));\n 272β†’ m_inspector->updatePropertyValue(\"scale_y\",\n 273β†’ QString::number(event.newScaleY));\n 274β†’ }\n 275β†’\n 276β†’ m_processingProperty = false;\n 277β†’}\n 278β†’\n 279β†’void PropertyMediator::onUpdateInspectorProperty(\n 280β†’ const events::UpdateInspectorPropertyEvent &event) {\n 281β†’ if (m_processingProperty) {\n 282β†’ return;\n 283β†’ }\n 284β†’ m_processingProperty = true;\n 285β†’\n 286β†’ if (m_inspector && m_inspector->currentObjectId() == event.objectId) {\n 287β†’ m_inspector->updatePropertyValue(event.propertyName, event.value);\n 288β†’ }\n 289β†’\n 290β†’ m_processingProperty = false;\n 291β†’}\n 292β†’\n 293β†’void PropertyMediator::onOpenCurveEditorRequested(\n 294β†’ const events::OpenCurveEditorRequestedEvent &event) {\n 295β†’ if (!m_curveEditor) {\n 296β†’ return;\n 297β†’ }\n 298β†’\n 299β†’ qDebug() << \"[PropertyMediator] Opening curve editor for:\" << event.propertyName;\n 300β†’\n 301β†’ m_curveEditor->setCurve(event.curveData);\n 302β†’ m_curveEditor->show();\n 303β†’ m_curveEditor->raise();\n 304β†’ m_curveEditor->setFocus();\n 305β†’}\n 306β†’\n 307β†’void PropertyMediator::onCurveChanged(const events::CurveChangedEvent &event) {\n 308β†’ qDebug() << \"[PropertyMediator] Curve changed:\" << event.curveId;\n 309β†’ // Curve editing triggers document modification tracking through the undo system\n 310β†’}\n 311β†’\n 312β†’void PropertyMediator::onScriptDocHtmlChanged(\n 313β†’ const events::ScriptDocHtmlChangedEvent &event) {\n 314β†’ if (m_scriptDoc) {\n 315β†’ m_scriptDoc->setDocHtml(event.docHtml);\n 316β†’ }\n 317β†’}\n 318β†’\n 319β†’} // namespace NovelMind::editor::mediators\n 320β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":"toolu_01KPsmD37vLRrR84JLBcsx7j","session_id":"5507650e-d176-48f7-b1da-4d1442ecd97e","uuid":"e6a9bfba-ae37-4d9e-a5ae-102b7d0a4da1","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768155806997/editor/src/mediators/property_mediator.cpp","content":"#include \"NovelMind/editor/mediators/property_mediator.hpp\"\n#include \"NovelMind/editor/qt/nm_undo_manager.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_curve_editor_panel.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_inspector_panel.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_scene_view_panel.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_script_doc_panel.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_script_editor_panel.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_story_graph_panel.hpp\"\n\n#include <QDebug>\n\nnamespace NovelMind::editor::mediators {\n\nPropertyMediator::PropertyMediator(qt::NMSceneViewPanel *sceneView,\n qt::NMInspectorPanel *inspector,\n qt::NMStoryGraphPanel *storyGraph,\n qt::NMCurveEditorPanel *curveEditor,\n qt::NMScriptEditorPanel *scriptEditor,\n qt::NMScriptDocPanel *scriptDoc,\n QObject *parent)\n : QObject(parent), m_sceneView(sceneView), m_inspector(inspector),\n m_storyGraph(storyGraph), m_curveEditor(curveEditor),\n m_scriptEditor(scriptEditor), m_scriptDoc(scriptDoc) {}\n\nPropertyMediator::~PropertyMediator() { shutdown(); }\n\nvoid PropertyMediator::initialize() {\n auto &bus = EventBus::instance();\n\n // Property change events from inspector\n m_subscriptions.push_back(\n bus.subscribe<events::InspectorPropertyChangedEvent>(\n [this](const events::InspectorPropertyChangedEvent &event) {\n onInspectorPropertyChanged(event);\n }));\n\n // Scene object position changes from scene view\n m_subscriptions.push_back(\n bus.subscribe<events::SceneObjectPositionChangedEvent>(\n [this](const events::SceneObjectPositionChangedEvent &event) {\n onSceneObjectPositionChanged(event);\n }));\n\n // Scene object transform finished\n m_subscriptions.push_back(\n bus.subscribe<events::SceneObjectTransformFinishedEvent>(\n [this](const events::SceneObjectTransformFinishedEvent &event) {\n onSceneObjectTransformFinished(event);\n }));\n\n // Update inspector property (from other panels)\n m_subscriptions.push_back(bus.subscribe<events::UpdateInspectorPropertyEvent>(\n [this](const events::UpdateInspectorPropertyEvent &event) {\n onUpdateInspectorProperty(event);\n }));\n\n // Curve editor requests\n m_subscriptions.push_back(\n bus.subscribe<events::OpenCurveEditorRequestedEvent>(\n [this](const events::OpenCurveEditorRequestedEvent &event) {\n onOpenCurveEditorRequested(event);\n }));\n\n // Curve changes\n m_subscriptions.push_back(bus.subscribe<events::CurveChangedEvent>(\n [this](const events::CurveChangedEvent &event) {\n onCurveChanged(event);\n }));\n\n // Script doc HTML changes\n m_subscriptions.push_back(bus.subscribe<events::ScriptDocHtmlChangedEvent>(\n [this](const events::ScriptDocHtmlChangedEvent &event) {\n onScriptDocHtmlChanged(event);\n }));\n\n // =========================================================================\n // Issue #203: Connect Qt signals to EventBus for panel integration\n // This bridges the gap between Qt's signal/slot mechanism and the EventBus\n // pattern used by mediators.\n // =========================================================================\n\n // Connect Inspector Panel's propertyChanged signal to publish EventBus event\n if (m_inspector) {\n connect(m_inspector, &qt::NMInspectorPanel::propertyChanged, this,\n [](const QString &objectId, const QString &propertyName,\n const QString &newValue) {\n qDebug() << \"[PropertyMediator] Publishing \"\n \"InspectorPropertyChangedEvent for property:\"\n << propertyName << \"on\" << objectId;\n\n events::InspectorPropertyChangedEvent event;\n event.objectId = objectId;\n event.propertyName = propertyName;\n event.newValue = newValue;\n\n EventBus::instance().publish(event);\n });\n }\n\n qDebug() << \"[PropertyMediator] Initialized with\"\n << m_subscriptions.size() << \"subscriptions\";\n}\n\nvoid PropertyMediator::shutdown() {\n auto &bus = EventBus::instance();\n for (const auto &sub : m_subscriptions) {\n bus.unsubscribe(sub);\n }\n m_subscriptions.clear();\n qDebug() << \"[PropertyMediator] Shutdown complete\";\n}\n\nvoid PropertyMediator::onInspectorPropertyChanged(\n const events::InspectorPropertyChangedEvent &event) {\n if (m_processingProperty || event.objectId.isEmpty()) {\n return;\n }\n m_processingProperty = true;\n\n qDebug() << \"[PropertyMediator] Property changed:\" << event.propertyName\n << \"=\" << event.newValue << \"on\" << event.objectId;\n\n // Check if this is a curve editor open request\n if (event.propertyName.endsWith(\":openCurveEditor\")) {\n events::OpenCurveEditorRequestedEvent curveEvent;\n curveEvent.propertyName = event.propertyName.left(\n event.propertyName.length() - QString(\":openCurveEditor\").length());\n curveEvent.curveData = event.newValue;\n EventBus::instance().publish(curveEvent);\n m_processingProperty = false;\n return;\n }\n\n // Try to apply to scene object first\n if (m_sceneView && m_sceneView->findObjectById(event.objectId)) {\n applyPropertyToSceneObject(event.objectId, event.propertyName, event.newValue);\n }\n // Otherwise try story graph node\n else if (m_storyGraph && m_storyGraph->findNodeByIdString(event.objectId)) {\n applyPropertyToStoryGraphNode(event.objectId, event.propertyName, event.newValue);\n }\n\n m_processingProperty = false;\n}\n\nvoid PropertyMediator::applyPropertyToSceneObject(const QString &objectId,\n const QString &propertyName,\n const QString &value) {\n if (!m_sceneView) {\n return;\n }\n\n auto *obj = m_sceneView->findObjectById(objectId);\n if (!obj) {\n return;\n }\n\n if (propertyName == \"name\") {\n m_sceneView->renameObject(objectId, value);\n m_sceneView->selectObjectById(objectId);\n } else if (propertyName == \"asset\") {\n m_sceneView->setObjectAsset(objectId, value);\n m_sceneView->selectObjectById(objectId);\n } else if (propertyName == \"position_x\" || propertyName == \"position_y\") {\n QPointF pos = obj->pos();\n if (propertyName == \"position_x\") {\n pos.setX(value.toDouble());\n } else {\n pos.setY(value.toDouble());\n }\n m_sceneView->moveObject(objectId, pos);\n } else if (propertyName == \"rotation\") {\n m_sceneView->rotateObject(objectId, value.toDouble());\n } else if (propertyName == \"scale_x\" || propertyName == \"scale_y\") {\n QPointF scale = m_sceneView->graphicsScene()->getObjectScale(objectId);\n if (propertyName == \"scale_x\") {\n scale.setX(value.toDouble());\n } else {\n scale.setY(value.toDouble());\n }\n m_sceneView->scaleObject(objectId, scale.x(), scale.y());\n } else if (propertyName == \"visible\") {\n const bool newVisible = (value.toLower() == \"true\" || value == \"1\");\n const bool oldVisible = obj->isVisible();\n if (oldVisible != newVisible) {\n auto *cmd = new qt::ToggleObjectVisibilityCommand(\n m_sceneView, objectId, oldVisible, newVisible);\n qt::NMUndoManager::instance().pushCommand(cmd);\n }\n } else if (propertyName == \"alpha\") {\n m_sceneView->setObjectOpacity(objectId, value.toDouble());\n } else if (propertyName == \"z\") {\n m_sceneView->setObjectZOrder(objectId, value.toDouble());\n } else if (propertyName == \"locked\") {\n const bool newLocked = (value.toLower() == \"true\" || value == \"1\");\n const bool oldLocked = obj->isLocked();\n if (oldLocked != newLocked) {\n auto *cmd = new qt::ToggleObjectLockedCommand(\n m_sceneView, objectId, oldLocked, newLocked);\n qt::NMUndoManager::instance().pushCommand(cmd);\n }\n }\n\n // Update inspector with the new value\n if (m_inspector && m_inspector->currentObjectId() == objectId) {\n m_inspector->updatePropertyValue(propertyName, value);\n }\n}\n\nvoid PropertyMediator::applyPropertyToStoryGraphNode(const QString &nodeId,\n const QString &propertyName,\n const QString &value) {\n if (!m_storyGraph) {\n return;\n }\n\n m_storyGraph->applyNodePropertyChange(nodeId, propertyName, value);\n\n // If script path changed, open the script\n if (propertyName == \"scriptPath\" && m_scriptEditor) {\n m_scriptEditor->openScript(value);\n }\n\n // Update scene preview if dialogue properties changed\n if (m_sceneView) {\n if (auto *node = m_storyGraph->findNodeByIdString(nodeId)) {\n m_sceneView->setStoryPreview(node->dialogueSpeaker(),\n node->dialogueText(),\n node->choiceOptions());\n }\n }\n\n // Update inspector with the new value\n if (m_inspector && m_inspector->currentObjectId() == nodeId) {\n m_inspector->updatePropertyValue(propertyName, value);\n }\n}\n\nvoid PropertyMediator::onSceneObjectPositionChanged(\n const events::SceneObjectPositionChangedEvent &event) {\n if (m_processingProperty) {\n return;\n }\n m_processingProperty = true;\n\n if (m_inspector && m_inspector->currentObjectId() == event.objectId) {\n m_inspector->updatePropertyValue(\"position_x\",\n QString::number(event.newPosition.x()));\n m_inspector->updatePropertyValue(\"position_y\",\n QString::number(event.newPosition.y()));\n }\n\n m_processingProperty = false;\n}\n\nvoid PropertyMediator::onSceneObjectTransformFinished(\n const events::SceneObjectTransformFinishedEvent &event) {\n if (m_processingProperty) {\n return;\n }\n m_processingProperty = true;\n\n if (m_inspector && m_inspector->currentObjectId() == event.objectId) {\n m_inspector->updatePropertyValue(\"position_x\",\n QString::number(event.newPosition.x()));\n m_inspector->updatePropertyValue(\"position_y\",\n QString::number(event.newPosition.y()));\n m_inspector->updatePropertyValue(\"rotation\",\n QString::number(event.newRotation));\n m_inspector->updatePropertyValue(\"scale_x\",\n QString::number(event.newScaleX));\n m_inspector->updatePropertyValue(\"scale_y\",\n QString::number(event.newScaleY));\n }\n\n m_processingProperty = false;\n}\n\nvoid PropertyMediator::onUpdateInspectorProperty(\n const events::UpdateInspectorPropertyEvent &event) {\n if (m_processingProperty) {\n return;\n }\n m_processingProperty = true;\n\n if (m_inspector && m_inspector->currentObjectId() == event.objectId) {\n m_inspector->updatePropertyValue(event.propertyName, event.value);\n }\n\n m_processingProperty = false;\n}\n\nvoid PropertyMediator::onOpenCurveEditorRequested(\n const events::OpenCurveEditorRequestedEvent &event) {\n if (!m_curveEditor) {\n return;\n }\n\n qDebug() << \"[PropertyMediator] Opening curve editor for:\" << event.propertyName;\n\n m_curveEditor->setCurve(event.curveData);\n m_curveEditor->show();\n m_curveEditor->raise();\n m_curveEditor->setFocus();\n}\n\nvoid PropertyMediator::onCurveChanged(const events::CurveChangedEvent &event) {\n qDebug() << \"[PropertyMediator] Curve changed:\" << event.curveId;\n // Curve editing triggers document modification tracking through the undo system\n}\n\nvoid PropertyMediator::onScriptDocHtmlChanged(\n const events::ScriptDocHtmlChangedEvent &event) {\n if (m_scriptDoc) {\n m_scriptDoc->setDocHtml(event.docHtml);\n }\n}\n\n} // namespace NovelMind::editor::mediators\n","numLines":320,"startLine":1,"totalLines":320}}}
[2026-01-11T18:24:34.137Z] [INFO] {
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"content": " 1β†’#include \"NovelMind/editor/qt/panels/nm_story_graph_panel.hpp\"\n 2β†’#include \"NovelMind/editor/event_bus.hpp\"\n 3β†’#include \"NovelMind/editor/events/panel_events.hpp\"\n 4β†’#include \"NovelMind/editor/project_manager.hpp\"\n 5β†’#include \"NovelMind/editor/qt/nm_icon_manager.hpp\"\n 6β†’#include \"NovelMind/editor/qt/nm_play_mode_controller.hpp\"\n 7β†’#include \"NovelMind/editor/qt/nm_scrollable_toolbar.hpp\"\n 8β†’#include \"NovelMind/editor/qt/panels/nm_story_graph_minimap.hpp\"\n 9β†’\n 10β†’#include <QAction>\n 11β†’#include <QComboBox>\n 12β†’#include <QDialog>\n 13β†’#include <QDialogButtonBox>\n 14β†’#include <QFile>\n 15β†’#include <QFrame>\n 16β†’#include <QHBoxLayout>\n 17β†’#include <QLabel>\n 18β†’#include <QList>\n 19β†’#include <QListWidget>\n 20β†’#include <QMessageBox>\n 21β†’#include <QPair>\n 22β†’#include <QPushButton>\n 23β†’#include <QRegularExpression>\n 24β†’#include <QScrollArea>\n 25β†’#include <QToolBar>\n 26β†’#include <QVBoxLayout>\n 27β†’#include <QWidget>\n 28β†’#include <filesystem>\n 29β†’\n 30β†’#include \"nm_story_graph_panel_detail.hpp\"\n 31β†’\n 32β†’namespace NovelMind::editor::qt {\n 33β†’\n 34β†’// ============================================================================\n 35β†’// NMStoryGraphPanel\n 36β†’// ============================================================================\n 37β†’\n 38β†’NMStoryGraphPanel::NMStoryGraphPanel(QWidget *parent)\n 39β†’ : NMDockPanel(tr(\"Story Graph\"), parent) {\n 40β†’ setPanelId(\"StoryGraph\");\n 41β†’\n 42β†’ // Story Graph needs enough space to display nodes with their labels,\n 43β†’ // the toolbar, node palette, and minimap without cramping\n 44β†’ setMinimumPanelSize(400, 300);\n 45β†’\n 46β†’ setupContent();\n 47β†’ setupToolBar();\n 48β†’ setupNodePalette();\n 49β†’}\n 50β†’\n 51β†’NMStoryGraphPanel::~NMStoryGraphPanel() {\n 52β†’ // Unsubscribe from all events\n 53β†’ auto &bus = EventBus::instance();\n 54β†’ for (const auto &subId : m_eventSubscriptions) {\n 55β†’ bus.unsubscribe(subId);\n 56β†’ }\n 57β†’ m_eventSubscriptions.clear();\n 58β†’}\n 59β†’\n 60β†’void NMStoryGraphPanel::onInitialize() {\n 61β†’ if (m_scene) {\n 62β†’ m_scene->clearGraph();\n 63β†’ }\n 64β†’\n 65β†’ if (m_view) {\n 66β†’ m_view->centerOnGraph();\n 67β†’ }\n 68β†’\n 69β†’ // Connect to Play Mode Controller signals with queued connection\n 70β†’ // This defers slot execution to next event loop iteration, avoiding\n 71β†’ // crashes from synchronous signal emission during state transitions\n 72β†’ auto &playController = NMPlayModeController::instance();\n 73β†’ connect(&playController, &NMPlayModeController::currentNodeChanged, this,\n 74β†’ &NMStoryGraphPanel::onCurrentNodeChanged, Qt::QueuedConnection);\n 75β†’ connect(&playController, &NMPlayModeController::breakpointsChanged, this,\n 76β†’ &NMStoryGraphPanel::onBreakpointsChanged, Qt::QueuedConnection);\n 77β†’ connect(&playController, &NMPlayModeController::projectLoaded, this,\n 78β†’ &NMStoryGraphPanel::rebuildFromProjectScripts, Qt::QueuedConnection);\n 79β†’\n 80β†’ // Issue #339: Auto-show panel when debugging starts\n 81β†’ connect(&playController, &NMPlayModeController::playModeChanged, this,\n 82β†’ [this](NMPlayModeController::PlayMode mode) {\n 83β†’ if (mode == NMPlayModeController::Playing ||\n 84β†’ mode == NMPlayModeController::Paused) {\n 85β†’ // Debugging started, show and raise the Story Graph panel\n 86β†’ if (!isVisible()) {\n 87β†’ qDebug() << \"[StoryGraph] Auto-showing panel for debugging\";\n 88β†’ show();\n 89β†’ raise();\n 90β†’ }\n 91β†’ }\n 92β†’ }, Qt::QueuedConnection);\n 93β†’\n 94β†’ // Issue #339: Handle visibility changes to process queued centering operations\n 95β†’ connect(this, &QDockWidget::visibilityChanged, this,\n 96β†’ [this](bool visible) {\n 97β†’ if (visible && !m_pendingCenterNode.isEmpty() && m_followCurrentNode) {\n 98β†’ qDebug() << \"[StoryGraph] Panel became visible, processing pending center operation\";\n 99β†’ auto *node = findNodeByIdString(m_pendingCenterNode);\n 100β†’ if (node && m_view) {\n 101β†’ qDebug() << \"[StoryGraph] Centering on\" << m_pendingCenterNode;\n 102β†’ m_view->centerOn(node);\n 103β†’ }\n 104β†’ m_pendingCenterNode.clear();\n 105β†’ }\n 106β†’ });\n 107β†’\n 108β†’ // Subscribe to scene auto-sync events (Issue #223)\n 109β†’ auto &bus = EventBus::instance();\n 110β†’\n 111β†’ m_eventSubscriptions.push_back(\n 112β†’ bus.subscribe<events::SceneThumbnailUpdatedEvent>(\n 113β†’ [this](const events::SceneThumbnailUpdatedEvent &event) {\n 114β†’ onSceneThumbnailUpdated(event.sceneId, event.thumbnailPath);\n 115β†’ }));\n 116β†’\n 117β†’ m_eventSubscriptions.push_back(\n 118β†’ bus.subscribe<events::SceneRenamedEvent>(\n 119β†’ [this](const events::SceneRenamedEvent &event) {\n 120β†’ onSceneRenamed(event.sceneId, event.newName);\n 121β†’ }));\n 122β†’\n 123β†’ m_eventSubscriptions.push_back(\n 124β†’ bus.subscribe<events::SceneDeletedEvent>(\n 125β†’ [this](const events::SceneDeletedEvent &event) {\n 126β†’ onSceneDeleted(event.sceneId);\n 127β†’ }));\n 128β†’\n 129β†’ rebuildFromProjectScripts();\n 130β†’}\n 131β†’\n 132β†’void NMStoryGraphPanel::onUpdate(double /*deltaTime*/) {\n 133β†’ // Update connections when nodes move\n 134β†’ // For now, this is handled reactively\n 135β†’}\n 136β†’\n 137β†’void NMStoryGraphPanel::rebuildFromProjectScripts() {\n 138β†’ if (!m_scene) {\n 139β†’ return;\n 140β†’ }\n 141β†’\n 142β†’ m_isRebuilding = true;\n 143β†’ detail::loadGraphLayout(m_layoutNodes, m_layoutEntryScene);\n 144β†’\n 145β†’ m_scene->clearGraph();\n 146β†’ m_currentExecutingNode.clear();\n 147β†’ m_nodeIdToString.clear();\n 148β†’\n 149β†’ const QString scriptsRoot = QString::fromStdString(\n 150β†’ ProjectManager::instance().getFolderPath(ProjectFolder::Scripts));\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "#include \"NovelMind/editor/qt/panels/nm_story_graph_panel.hpp\"\n#include \"NovelMind/editor/event_bus.hpp\"\n#include \"NovelMind/editor/events/panel_events.hpp\"\n#include \"NovelMind/editor/project_manager.hpp\"\n#include \"NovelMind/editor/qt/nm_icon_manager.hpp\"\n#include \"NovelMind/editor/qt/nm_play_mode_controller.hpp\"\n#include \"NovelMind/editor/qt/nm_scrollable_toolbar.hpp\"\n#include \"NovelMind/editor/qt/panels/nm_story_graph_minimap.hpp\"\n\n#include <QAction>\n#include <QComboBox>\n#include <QDialog>\n#include <QDialogButtonBox>\n#include <QFile>\n#include <QFrame>\n#include <QHBoxLayout>\n#include <QLabel>\n#include <QList>\n#include <QListWidget>\n#include <QMessageBox>\n#include <QPair>\n#include <QPushButton>\n#include <QRegularExpression>\n#include <QScrollArea>\n#include <QToolBar>\n#include <QVBoxLayout>\n#include <QWidget>\n#include <filesystem>\n\n#include \"nm_story_graph_panel_detail.hpp\"\n\nnamespace NovelMind::editor::qt {\n\n// ============================================================================\n// NMStoryGraphPanel\n// ============================================================================\n\nNMStoryGraphPanel::NMStoryGraphPanel(QWidget *parent)\n : NMDockPanel(tr(\"Story Graph\"), parent) {\n setPanelId(\"StoryGraph\");\n\n // Story Graph needs enough space to display nodes with their labels,\n // the toolbar, node palette, and minimap without cramping\n setMinimumPanelSize(400, 300);\n\n setupContent();\n setupToolBar();\n setupNodePalette();\n}\n\nNMStoryGraphPanel::~NMStoryGraphPanel() {\n // Unsubscribe from all events\n auto &bus = EventBus::instance();\n for (const auto &subId : m_eventSubscriptions) {\n bus.unsubscribe(subId);\n }\n m_eventSubscriptions.clear();\n}\n\nvoid NMStoryGraphPanel::onInitialize() {\n if (m_scene) {\n m_scene->clearGraph();\n }\n\n if (m_view) {\n m_view->centerOnGraph();\n }\n\n // Connect to Play Mode Controller signals with queued connection\n // This defers slot execution to next event loop iteration, avoiding\n // crashes from synchronous signal emission during state transitions\n auto &playController = NMPlayModeController::instance();\n connect(&playController, &NMPlayModeController::currentNodeChanged, this,\n &NMStoryGraphPanel::onCurrentNodeChanged, Qt::QueuedConnection);\n connect(&playController, &NMPlayModeController::breakpointsChanged, this,\n &NMStoryGraphPanel::onBreakpointsChanged, Qt::QueuedConnection);\n connect(&playController, &NMPlayModeController::projectLoaded, this,\n &NMStoryGraphPanel::rebuildFromProjectScripts, Qt::QueuedConnection);\n\n // Issue #339: Auto-show panel when debugging starts\n connect(&playController, &NMPlayModeController::playModeChanged, this,\n [this](NMPlayModeController::PlayMode mode) {\n if (mode == NMPlayModeController::Playing ||\n mode == NMPlayModeController::Paused) {\n // Debugging started, show and raise the Story Graph panel\n if (!isVisible()) {\n qDebug() << \"[StoryGraph] Auto-showing panel for debugging\";\n show();\n raise();\n }\n }\n }, Qt::QueuedConnection);\n\n // Issue #339: Handle visibility changes to process queued centering operations\n connect(this, &QDockWidget::visibilityChanged, this,\n [this](bool visible) {\n if (visible && !m_pendingCenterNode.isEmpty() && m_followCurrentNode) {\n qDebug() << \"[StoryGraph] Panel became visible, processing pending center operation\";\n auto *node = findNodeByIdString(m_pendingCenterNode);\n if (node && m_view) {\n qDebug() << \"[StoryGraph] Centering on\" << m_pendingCenterNode;\n m_view->centerOn(node);\n }\n m_pendingCenterNode.clear();\n }\n });\n\n // Subscribe to scene auto-sync events (Issue #223)\n auto &bus = EventBus::instance();\n\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneThumbnailUpdatedEvent>(\n [this](const events::SceneThumbnailUpdatedEvent &event) {\n onSceneThumbnailUpdated(event.sceneId, event.thumbnailPath);\n }));\n\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneRenamedEvent>(\n [this](const events::SceneRenamedEvent &event) {\n onSceneRenamed(event.sceneId, event.newName);\n }));\n\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneDeletedEvent>(\n [this](const events::SceneDeletedEvent &event) {\n onSceneDeleted(event.sceneId);\n }));\n\n rebuildFromProjectScripts();\n}\n\nvoid NMStoryGraphPanel::onUpdate(double /*deltaTime*/) {\n // Update connections when nodes move\n // For now, this is handled reactively\n}\n\nvoid NMStoryGraphPanel::rebuildFromProjectScripts() {\n if (!m_scene) {\n return;\n }\n\n m_isRebuilding = true;\n detail::loadGraphLayout(m_layoutNodes, m_layoutEntryScene);\n\n m_scene->clearGraph();\n m_currentExecutingNode.clear();\n m_nodeIdToString.clear();\n\n const QString scriptsRoot = QString::fromStdString(\n ProjectManager::instance().getFolderPath(ProjectFolder::Scripts));",
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"content": " 1β†’/**\n 2β†’ * @file test_event_bus_race.cpp\n 3β†’ * @brief Experiment to reproduce race condition in EventBus\n 4β†’ *\n 5β†’ * This experiment tries to trigger the race condition described in issue #569\n 6β†’ * by having multiple threads dispatch events concurrently while subscribers\n 7β†’ * are being added/removed.\n 8β†’ */\n 9β†’\n 10β†’#include \"NovelMind/editor/event_bus.hpp\"\n 11β†’#include <iostream>\n 12β†’#include <thread>\n 13β†’#include <vector>\n 14β†’#include <atomic>\n 15β†’#include <chrono>\n 16β†’\n 17β†’using namespace NovelMind::editor;\n 18β†’\n 19β†’struct TestEvent : EditorEvent {\n 20β†’ int value = 0;\n 21β†’ TestEvent() : EditorEvent(EditorEventType::Custom) {}\n 22β†’};\n 23β†’\n 24β†’int main() {\n 25β†’ EventBus bus;\n 26β†’ std::atomic<int> eventCount{0};\n 27β†’ std::atomic<int> subscribeCount{0};\n 28β†’ std::atomic<bool> running{true};\n 29β†’\n 30β†’ std::cout << \"Starting race condition test...\\n\";\n 31β†’ std::cout << \"This will run multiple threads concurrently:\\n\";\n 32β†’ std::cout << \" - Dispatcher threads publishing events\\n\";\n 33β†’ std::cout << \" - Subscriber threads adding/removing subscriptions\\n\";\n 34β†’ std::cout << \" - Handlers that modify subscriptions during dispatch\\n\\n\";\n 35β†’\n 36β†’ // Thread 1-4: Dispatch events continuously\n 37β†’ auto dispatcher = [&]() {\n 38β†’ while (running) {\n 39β†’ TestEvent event;\n 40β†’ event.value = eventCount.fetch_add(1);\n 41β†’ bus.publish(event);\n 42β†’ std::this_thread::sleep_for(std::chrono::microseconds(10));\n 43β†’ }\n 44β†’ };\n 45β†’\n 46β†’ // Thread 5-6: Add/remove subscribers continuously\n 47β†’ auto subscriber = [&]() {\n 48β†’ std::vector<EventSubscription> subs;\n 49β†’ while (running) {\n 50β†’ // Add subscriber\n 51β†’ auto sub = bus.subscribe([&](const EditorEvent &) {\n 52β†’ subscribeCount++;\n 53β†’ });\n 54β†’ subs.push_back(sub);\n 55β†’\n 56β†’ std::this_thread::sleep_for(std::chrono::microseconds(50));\n 57β†’\n 58β†’ // Remove oldest subscriber if we have many\n 59β†’ if (subs.size() > 10) {\n 60β†’ bus.unsubscribe(subs.front());\n 61β†’ subs.erase(subs.begin());\n 62β†’ }\n 63β†’ }\n 64β†’\n 65β†’ // Cleanup\n 66β†’ for (auto &sub : subs) {\n 67β†’ bus.unsubscribe(sub);\n 68β†’ }\n 69β†’ };\n 70β†’\n 71β†’ // Thread 7: Handler that modifies subscriptions during dispatch\n 72β†’ std::vector<EventSubscription> recursiveSubs;\n 73β†’ auto recursiveHandler = [&]() {\n 74β†’ auto sub = bus.subscribe([&](const EditorEvent &) {\n 75β†’ // Try to subscribe during dispatch\n 76β†’ if (recursiveSubs.size() < 5) {\n 77β†’ auto newSub = bus.subscribe([](const EditorEvent &) {});\n 78β†’ recursiveSubs.push_back(newSub);\n 79β†’ }\n 80β†’ });\n 81β†’\n 82β†’ std::this_thread::sleep_for(std::chrono::seconds(2));\n 83β†’ bus.unsubscribe(sub);\n 84β†’ for (auto &s : recursiveSubs) {\n 85β†’ bus.unsubscribe(s);\n 86β†’ }\n 87β†’ };\n 88β†’\n 89β†’ // Start threads\n 90β†’ std::vector<std::thread> threads;\n 91β†’\n 92β†’ // 4 dispatcher threads\n 93β†’ for (int i = 0; i < 4; i++) {\n 94β†’ threads.emplace_back(dispatcher);\n 95β†’ }\n 96β†’\n 97β†’ // 2 subscriber threads\n 98β†’ for (int i = 0; i < 2; i++) {\n 99β†’ threads.emplace_back(subscriber);\n 100β†’ }\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 1β†’#pragma once\n 2β†’\n 3β†’/**\n 4β†’ * @file panel_mediators.hpp\n 5β†’ * @brief Main include file for all panel mediators\n 6β†’ *\n 7β†’ * This file provides a unified interface for managing all panel mediators\n 8β†’ * used to decouple panel communication via the EventBus pattern.\n 9β†’ *\n 10β†’ * Instead of 1,500+ lines of direct connect() calls in NMMainWindow,\n 11β†’ * mediators handle specific coordination concerns:\n 12β†’ * - SelectionMediator: Object/node selection synchronization\n 13β†’ * - WorkflowMediator: Multi-panel workflow navigation\n 14β†’ * - PropertyMediator: Property change propagation\n 15β†’ * - PlaybackMediator: Timeline/animation coordination\n 16β†’ * - SceneMediator: Scene Registry integration (issue #211)\n 17β†’ * - SceneRegistryMediator: Scene Registry auto-sync events (issue #213)\n 18β†’ */\n 19β†’\n 20β†’#include \"NovelMind/editor/mediators/playback_mediator.hpp\"\n 21β†’#include \"NovelMind/editor/mediators/property_mediator.hpp\"\n 22β†’#include \"NovelMind/editor/mediators/scene_mediator.hpp\"\n 23β†’#include \"NovelMind/editor/mediators/scene_registry_mediator.hpp\"\n 24β†’#include \"NovelMind/editor/mediators/selection_mediator.hpp\"\n 25β†’#include \"NovelMind/editor/mediators/workflow_mediator.hpp\"\n 26β†’\n 27β†’#include <QObject>\n 28β†’#include <memory>\n 29β†’\n 30β†’namespace NovelMind::editor {\n 31β†’class SceneRegistry; // Forward declaration\n 32β†’}\n 33β†’\n 34β†’namespace NovelMind::editor::qt {\n 35β†’\n 36β†’// Forward declarations for all panels\n 37β†’class NMSceneViewPanel;\n 38β†’class NMStoryGraphPanel;\n 39β†’class NMSceneDialogueGraphPanel;\n 40β†’class NMInspectorPanel;\n 41β†’class NMConsolePanel;\n 42β†’class NMAssetBrowserPanel;\n 43β†’class NMScenePalettePanel;\n 44β†’class NMHierarchyPanel;\n 45β†’class NMScriptEditorPanel;\n 46β†’class NMScriptDocPanel;\n 47β†’class NMPlayToolbarPanel;\n 48β†’class NMDebugOverlayPanel;\n 49β†’class NMIssuesPanel;\n 50β†’class NMDiagnosticsPanel;\n 51β†’class NMVoiceManagerPanel;\n 52β†’class NMVoiceStudioPanel;\n 53β†’class NMAudioMixerPanel;\n 54β†’class NMLocalizationPanel;\n 55β†’class NMTimelinePanel;\n 56β†’class NMCurveEditorPanel;\n 57β†’class NMBuildSettingsPanel;\n 58β†’\n 59β†’} // namespace NovelMind::editor::qt\n 60β†’\n 61β†’namespace NovelMind::editor {\n 62β†’class SceneRegistry;\n 63β†’} // namespace NovelMind::editor\n 64β†’\n 65β†’namespace NovelMind::editor::mediators {\n 66β†’\n 67β†’/**\n 68β†’ * @brief Manager class for all panel mediators\n 69β†’ *\n 70β†’ * This class owns and manages the lifecycle of all mediators,\n 71β†’ * providing a single point of initialization and shutdown.\n 72β†’ */\n 73β†’class PanelMediatorManager : public QObject {\n 74β†’ Q_OBJECT\n 75β†’\n 76β†’public:\n 77β†’ explicit PanelMediatorManager(QObject *parent = nullptr);\n 78β†’ ~PanelMediatorManager() override;\n 79β†’\n 80β†’ /**\n 81β†’ * @brief Initialize all mediators with the given panels\n 82β†’ *\n 83β†’ * This replaces the ~1,500 lines of direct connect() calls\n 84β†’ * with mediator-based coordination.\n 85β†’ *\n 86β†’ * @param sceneRegistry Optional SceneRegistry for auto-sync events (issue #213)\n 87β†’ */\n 88β†’ void initialize(qt::NMSceneViewPanel *sceneView,\n 89β†’ qt::NMStoryGraphPanel *storyGraph,\n 90β†’ qt::NMSceneDialogueGraphPanel *dialogueGraph,\n 91β†’ qt::NMInspectorPanel *inspector,\n 92β†’ qt::NMHierarchyPanel *hierarchy,\n 93β†’ qt::NMScriptEditorPanel *scriptEditor,\n 94β†’ qt::NMScriptDocPanel *scriptDoc,\n 95β†’ qt::NMTimelinePanel *timeline,\n 96β†’ qt::NMCurveEditorPanel *curveEditor,\n 97β†’ qt::NMVoiceStudioPanel *voiceStudio,\n 98β†’ qt::NMVoiceManagerPanel *voiceManager,\n 99β†’ qt::NMDiagnosticsPanel *diagnostics,\n 100β†’ qt::NMIssuesPanel *issues,\n 101β†’ SceneRegistry *sceneRegistry = nullptr);\n 102β†’\n 103β†’ /**\n 104β†’ * @brief Initialize the Scene Mediator with a SceneRegistry\n 105β†’ *\n 106β†’ * This can be called after initialize() when a SceneRegistry becomes\n 107β†’ * available (e.g., when a project is loaded).\n 108β†’ *\n 109β†’ * @param sceneRegistry The scene registry to use\n 110β†’ * @param sceneView The scene view panel\n 111β†’ * @param storyGraph The story graph panel\n 112β†’ */\n 113β†’ void initializeSceneMediator(SceneRegistry *sceneRegistry,\n 114β†’ qt::NMSceneViewPanel *sceneView,\n 115β†’ qt::NMStoryGraphPanel *storyGraph);\n 116β†’\n 117β†’ /**\n 118β†’ * @brief Shutdown all mediators\n 119β†’ */\n 120β†’ void shutdown();\n 121β†’\n 122β†’ /**\n 123β†’ * @brief Check if mediators are initialized\n 124β†’ */\n 125β†’ [[nodiscard]] bool isInitialized() const { return m_initialized; }\n 126β†’\n 127β†’ // Accessor methods for individual mediators if needed\n 128β†’ [[nodiscard]] SelectionMediator *selectionMediator() const {\n 129β†’ return m_selectionMediator.get();\n 130β†’ }\n 131β†’ [[nodiscard]] WorkflowMediator *workflowMediator() const {\n 132β†’ return m_workflowMediator.get();\n 133β†’ }\n 134β†’ [[nodiscard]] PropertyMediator *propertyMediator() const {\n 135β†’ return m_propertyMediator.get();\n 136β†’ }\n 137β†’ [[nodiscard]] PlaybackMediator *playbackMediator() const {\n 138β†’ return m_playbackMediator.get();\n 139β†’ }\n 140β†’ [[nodiscard]] SceneRegistryMediator *sceneRegistryMediator() const {\n 141β†’ return m_sceneRegistryMediator.get();\n 142β†’ }\n 143β†’ [[nodiscard]] SceneMediator *sceneMediator() const {\n 144β†’ return m_sceneMediator.get();\n 145β†’ }\n 146β†’\n 147β†’private:\n 148β†’ std::unique_ptr<SelectionMediator> m_selectionMediator;\n 149β†’ std::unique_ptr<WorkflowMediator> m_workflowMediator;\n 150β†’ std::unique_ptr<PropertyMediator> m_propertyMediator;\n 151β†’ std::unique_ptr<PlaybackMediator> m_playbackMediator;\n 152β†’ std::unique_ptr<SceneMediator> m_sceneMediator;\n 153β†’ std::unique_ptr<SceneRegistryMediator> m_sceneRegistryMediator;\n 154β†’\n 155β†’ bool m_initialized = false;\n 156β†’};\n 157β†’\n 158β†’} // namespace NovelMind::editor::mediators\n 159β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "#pragma once\n\n/**\n * @file panel_mediators.hpp\n * @brief Main include file for all panel mediators\n *\n * This file provides a unified interface for managing all panel mediators\n * used to decouple panel communication via the EventBus pattern.\n *\n * Instead of 1,500+ lines of direct connect() calls in NMMainWindow,\n * mediators handle specific coordination concerns:\n * - SelectionMediator: Object/node selection synchronization\n * - WorkflowMediator: Multi-panel workflow navigation\n * - PropertyMediator: Property change propagation\n * - PlaybackMediator: Timeline/animation coordination\n * - SceneMediator: Scene Registry integration (issue #211)\n * - SceneRegistryMediator: Scene Registry auto-sync events (issue #213)\n */\n\n#include \"NovelMind/editor/mediators/playback_mediator.hpp\"\n#include \"NovelMind/editor/mediators/property_mediator.hpp\"\n#include \"NovelMind/editor/mediators/scene_mediator.hpp\"\n#include \"NovelMind/editor/mediators/scene_registry_mediator.hpp\"\n#include \"NovelMind/editor/mediators/selection_mediator.hpp\"\n#include \"NovelMind/editor/mediators/workflow_mediator.hpp\"\n\n#include <QObject>\n#include <memory>\n\nnamespace NovelMind::editor {\nclass SceneRegistry; // Forward declaration\n}\n\nnamespace NovelMind::editor::qt {\n\n// Forward declarations for all panels\nclass NMSceneViewPanel;\nclass NMStoryGraphPanel;\nclass NMSceneDialogueGraphPanel;\nclass NMInspectorPanel;\nclass NMConsolePanel;\nclass NMAssetBrowserPanel;\nclass NMScenePalettePanel;\nclass NMHierarchyPanel;\nclass NMScriptEditorPanel;\nclass NMScriptDocPanel;\nclass NMPlayToolbarPanel;\nclass NMDebugOverlayPanel;\nclass NMIssuesPanel;\nclass NMDiagnosticsPanel;\nclass NMVoiceManagerPanel;\nclass NMVoiceStudioPanel;\nclass NMAudioMixerPanel;\nclass NMLocalizationPanel;\nclass NMTimelinePanel;\nclass NMCurveEditorPanel;\nclass NMBuildSettingsPanel;\n\n} // namespace NovelMind::editor::qt\n\nnamespace NovelMind::editor {\nclass SceneRegistry;\n} // namespace NovelMind::editor\n\nnamespace NovelMind::editor::mediators {\n\n/**\n * @brief Manager class for all panel mediators\n *\n * This class owns and manages the lifecycle of all mediators,\n * providing a single point of initialization and shutdown.\n */\nclass PanelMediatorManager : public QObject {\n Q_OBJECT\n\npublic:\n explicit PanelMediatorManager(QObject *parent = nullptr);\n ~PanelMediatorManager() override;\n\n /**\n * @brief Initialize all mediators with the given panels\n *\n * This replaces the ~1,500 lines of direct connect() calls\n * with mediator-based coordination.\n *\n * @param sceneRegistry Optional SceneRegistry for auto-sync events (issue #213)\n */\n void initialize(qt::NMSceneViewPanel *sceneView,\n qt::NMStoryGraphPanel *storyGraph,\n qt::NMSceneDialogueGraphPanel *dialogueGraph,\n qt::NMInspectorPanel *inspector,\n qt::NMHierarchyPanel *hierarchy,\n qt::NMScriptEditorPanel *scriptEditor,\n qt::NMScriptDocPanel *scriptDoc,\n qt::NMTimelinePanel *timeline,\n qt::NMCurveEditorPanel *curveEditor,\n qt::NMVoiceStudioPanel *voiceStudio,\n qt::NMVoiceManagerPanel *voiceManager,\n qt::NMDiagnosticsPanel *diagnostics,\n qt::NMIssuesPanel *issues,\n SceneRegistry *sceneRegistry = nullptr);\n\n /**\n * @brief Initialize the Scene Mediator with a SceneRegistry\n *\n * This can be called after initialize() when a SceneRegistry becomes\n * available (e.g., when a project is loaded).\n *\n * @param sceneRegistry The scene registry to use\n * @param sceneView The scene view panel\n * @param storyGraph The story graph panel\n */\n void initializeSceneMediator(SceneRegistry *sceneRegistry,\n qt::NMSceneViewPanel *sceneView,\n qt::NMStoryGraphPanel *storyGraph);\n\n /**\n * @brief Shutdown all mediators\n */\n void shutdown();\n\n /**\n * @brief Check if mediators are initialized\n */\n [[nodiscard]] bool isInitialized() const { return m_initialized; }\n\n // Accessor methods for individual mediators if needed\n [[nodiscard]] SelectionMediator *selectionMediator() const {\n return m_selectionMediator.get();\n }\n [[nodiscard]] WorkflowMediator *workflowMediator() const {\n return m_workflowMediator.get();\n }\n [[nodiscard]] PropertyMediator *propertyMediator() const {\n return m_propertyMediator.get();\n }\n [[nodiscard]] PlaybackMediator *playbackMediator() const {\n return m_playbackMediator.get();\n }\n [[nodiscard]] SceneRegistryMediator *sceneRegistryMediator() const {\n return m_sceneRegistryMediator.get();\n }\n [[nodiscard]] SceneMediator *sceneMediator() const {\n return m_sceneMediator.get();\n }\n\nprivate:\n std::unique_ptr<SelectionMediator> m_selectionMediator;\n std::unique_ptr<WorkflowMediator> m_workflowMediator;\n std::unique_ptr<PropertyMediator> m_propertyMediator;\n std::unique_ptr<PlaybackMediator> m_playbackMediator;\n std::unique_ptr<SceneMediator> m_sceneMediator;\n std::unique_ptr<SceneRegistryMediator> m_sceneRegistryMediator;\n\n bool m_initialized = false;\n};\n\n} // namespace NovelMind::editor::mediators\n",
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[2026-01-11T18:24:50.288Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_013j2bGGEuJDfnGyQcxGqtFG","type":"tool_result","content":" 1β†’#pragma once\n 2β†’\n 3β†’/**\n 4β†’ * @file workflow_mediator.hpp\n 5β†’ * @brief Mediator for coordinating workflow navigation across panels\n 6β†’ *\n 7β†’ * The WorkflowMediator handles:\n 8β†’ * - Story graph navigation (node activation, scene loading)\n 9β†’ * - Dialogue graph navigation\n 10β†’ * - Script/asset navigation\n 11β†’ * - Voice recording workflow coordination\n 12β†’ */\n 13β†’\n 14β†’#include \"NovelMind/editor/event_bus.hpp\"\n 15β†’#include \"NovelMind/editor/events/panel_events.hpp\"\n 16β†’#include <QObject>\n 17β†’#include <memory>\n 18β†’#include <vector>\n 19β†’\n 20β†’namespace NovelMind::editor::qt {\n 21β†’class NMSceneViewPanel;\n 22β†’class NMStoryGraphPanel;\n 23β†’class NMSceneDialogueGraphPanel;\n 24β†’class NMScriptEditorPanel;\n 25β†’class NMTimelinePanel;\n 26β†’class NMVoiceStudioPanel;\n 27β†’class NMVoiceManagerPanel;\n 28β†’class NMInspectorPanel;\n 29β†’class NMDiagnosticsPanel;\n 30β†’class NMIssuesPanel;\n 31β†’} // namespace NovelMind::editor::qt\n 32β†’\n 33β†’namespace NovelMind::editor::mediators {\n 34β†’\n 35β†’/**\n 36β†’ * @brief Mediator for workflow navigation coordination\n 37β†’ *\n 38β†’ * This class handles complex multi-panel workflows such as:\n 39β†’ * - Opening scenes from story graph\n 40β†’ * - Navigating to scripts\n 41β†’ * - Voice recording workflows\n 42β†’ * - Dialogue graph editing\n 43β†’ */\n 44β†’class WorkflowMediator : public QObject {\n 45β†’ Q_OBJECT\n 46β†’\n 47β†’public:\n 48β†’ /**\n 49β†’ * @brief Construct the workflow mediator\n 50β†’ */\n 51β†’ WorkflowMediator(qt::NMSceneViewPanel *sceneView,\n 52β†’ qt::NMStoryGraphPanel *storyGraph,\n 53β†’ qt::NMSceneDialogueGraphPanel *dialogueGraph,\n 54β†’ qt::NMScriptEditorPanel *scriptEditor,\n 55β†’ qt::NMTimelinePanel *timeline,\n 56β†’ qt::NMVoiceStudioPanel *voiceStudio,\n 57β†’ qt::NMVoiceManagerPanel *voiceManager,\n 58β†’ qt::NMInspectorPanel *inspector,\n 59β†’ qt::NMDiagnosticsPanel *diagnostics,\n 60β†’ qt::NMIssuesPanel *issues,\n 61β†’ QObject *parent = nullptr);\n 62β†’\n 63β†’ ~WorkflowMediator() override;\n 64β†’\n 65β†’ /**\n 66β†’ * @brief Initialize event subscriptions\n 67β†’ */\n 68β†’ void initialize();\n 69β†’\n 70β†’ /**\n 71β†’ * @brief Shutdown and cleanup subscriptions\n 72β†’ */\n 73β†’ void shutdown();\n 74β†’\n 75β†’private:\n 76β†’ // Story graph navigation\n 77β†’ void onStoryGraphNodeActivated(const events::StoryGraphNodeActivatedEvent &event);\n 78β†’ void onSceneNodeDoubleClicked(const events::SceneNodeDoubleClickedEvent &event);\n 79β†’ void onScriptNodeRequested(const events::ScriptNodeRequestedEvent &event);\n 80β†’\n 81β†’ // Dialogue graph navigation\n 82β†’ void onEditDialogueFlowRequested(const events::EditDialogueFlowRequestedEvent &event);\n 83β†’ void onReturnToStoryGraphRequested(const events::ReturnToStoryGraphRequestedEvent &event);\n 84β†’ void onDialogueCountChanged(const events::DialogueCountChangedEvent &event);\n 85β†’\n 86β†’ // Script navigation\n 87β†’ void onOpenSceneScriptRequested(const events::OpenSceneScriptRequestedEvent &event);\n 88β†’ void onGoToScriptLocation(const events::GoToScriptLocationEvent &event);\n 89β†’ void onNavigateToScriptDefinition(const events::NavigateToScriptDefinitionEvent &event);\n 90β†’\n 91β†’ // Voice recording workflow\n 92β†’ void onVoiceClipAssignRequested(const events::VoiceClipAssignRequestedEvent &event);\n 93β†’ void onVoiceAutoDetectRequested(const events::VoiceAutoDetectRequestedEvent &event);\n 94β†’ void onVoiceClipPreviewRequested(const events::VoiceClipPreviewRequestedEvent &event);\n 95β†’ void onVoiceRecordingRequested(const events::VoiceRecordingRequestedEvent &event);\n 96β†’\n 97β†’ // Issue/diagnostic navigation\n 98β†’ void onIssueActivated(const events::IssueActivatedEvent &event);\n 99β†’ void onDiagnosticActivated(const events::DiagnosticActivatedEvent &event);\n 100β†’ void onNavigationRequested(const events::NavigationRequestedEvent &event);\n 101β†’\n 102β†’ // Asset workflow\n 103β†’ void onAssetDoubleClicked(const events::AssetDoubleClickedEvent &event);\n 104β†’ void onAssetsDropped(const events::AssetsDroppedEvent &event);\n 105β†’\n 106β†’ // Scene document loading\n 107β†’ void onLoadSceneDocumentRequested(const events::LoadSceneDocumentRequestedEvent &event);\n 108β†’\n 109β†’ // Scene auto-sync events (issue #213)\n 110β†’ void onSceneDocumentModified(const events::SceneDocumentModifiedEvent &event);\n 111β†’ void onSceneThumbnailUpdated(const events::SceneThumbnailUpdatedEvent &event);\n 112β†’ void onSceneRenamed(const events::SceneRenamedEvent &event);\n 113β†’ void onSceneDeleted(const events::SceneDeletedEvent &event);\n 114β†’\n 115β†’ qt::NMSceneViewPanel *m_sceneView = nullptr;\n 116β†’ qt::NMStoryGraphPanel *m_storyGraph = nullptr;\n 117β†’ qt::NMSceneDialogueGraphPanel *m_dialogueGraph = nullptr;\n 118β†’ qt::NMScriptEditorPanel *m_scriptEditor = nullptr;\n 119β†’ qt::NMTimelinePanel *m_timeline = nullptr;\n 120β†’ qt::NMVoiceStudioPanel *m_voiceStudio = nullptr;\n 121β†’ qt::NMVoiceManagerPanel *m_voiceManager = nullptr;\n 122β†’ qt::NMInspectorPanel *m_inspector = nullptr;\n 123β†’ qt::NMDiagnosticsPanel *m_diagnostics = nullptr;\n 124β†’ qt::NMIssuesPanel *m_issues = nullptr;\n 125β†’\n 126β†’ std::vector<EventSubscription> m_subscriptions;\n 127β†’};\n 128β†’\n 129β†’} // namespace NovelMind::editor::mediators\n 130β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. 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[2026-01-11T18:24:50.315Z] [INFO] nts::DiagnosticActivatedEvent &event);\n void onNavigationRequested(const events::NavigationRequestedEvent &event);\n\n // Asset workflow\n void onAssetDoubleClicked(const events::AssetDoubleClickedEvent &event);\n void onAssetsDropped(const events::AssetsDroppedEvent &event);\n\n // Scene document loading\n void onLoadSceneDocumentRequested(const events::LoadSceneDocumentRequestedEvent &event);\n\n // Scene auto-sync events (issue #213)\n void onSceneDocumentModified(const events::SceneDocumentModifiedEvent &event);\n void onSceneThumbnailUpdated(const events::SceneThumbnailUpdatedEvent &event);\n void onSceneRenamed(const events::SceneRenamedEvent &event);\n void onSceneDeleted(const events::SceneDeletedEvent &event);\n\n qt::NMSceneViewPanel *m_sceneView = nullptr;\n qt::NMStoryGraphPanel *m_storyGraph = nullptr;\n qt::NMSceneDialogueGraphPanel *m_dialogueGraph = nullptr;\n qt::NMScriptEditorPanel *m_scriptEditor = nullptr;\n qt::NMTimelinePanel *m_timeline = nullptr;\n qt::NMVoiceStudioPanel *m_voiceStudio = nullptr;\n qt::NMVoiceManagerPanel *m_voiceManager = nullptr;\n qt::NMInspectorPanel *m_inspector = nullptr;\n qt::NMDiagnosticsPanel *m_diagnostics = nullptr;\n qt::NMIssuesPanel *m_issues = nullptr;\n\n std::vector<EventSubscription> m_subscriptions;\n};\n\n} // namespace NovelMind::editor::mediators\n","numLines":130,"startLine":1,"totalLines":130}}}
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"content": " 1β†’#pragma once\n 2β†’\n 3β†’/**\n 4β†’ * @file inspector_binding.hpp\n 5β†’ * @brief Inspector Backend Binding System for NovelMind Editor\n 6β†’ *\n 7β†’ * Provides the binding layer between the Inspector panel and backend objects:\n 8β†’ * - Connects property introspection to actual object values\n 9β†’ * - Handles property change callbacks (onBefore/onAfter)\n 10β†’ * - Automatic dependent system updates\n 11β†’ * - Undo/Redo integration for property changes\n 12β†’ *\n 13β†’ * This bridges the Property Introspection System with the actual objects,\n 14β†’ * enabling the GUI Inspector to display and edit properties.\n 15β†’ */\n 16β†’\n 17β†’#include \"NovelMind/core/property_system.hpp\"\n 18β†’#include \"NovelMind/core/result.hpp\"\n 19β†’#include \"NovelMind/core/types.hpp\"\n 20β†’#include \"NovelMind/scripting/ir.hpp\"\n 21β†’#include <functional>\n 22β†’#include <memory>\n 23β†’#include <optional>\n 24β†’#include <string>\n 25β†’#include <typeindex>\n 26β†’#include <unordered_map>\n 27β†’#include <variant>\n 28β†’#include <vector>\n 29β†’\n 30β†’namespace NovelMind::editor {\n 31β†’\n 32β†’// Forward declarations\n 33β†’class InspectorBindingManager;\n 34β†’class UndoManager;\n 35β†’class EventBus;\n 36β†’\n 37β†’/**\n 38β†’ * @brief Target object types for inspection\n 39β†’ */\n 40β†’enum class InspectorTargetType : u8 {\n 41β†’ None = 0,\n 42β†’ SceneObject,\n 43β†’ StoryGraphNode,\n 44β†’ TimelineTrack,\n 45β†’ TimelineKeyframe,\n 46β†’ Asset,\n 47β†’ ProjectSettings,\n 48β†’ EditorSettings\n 49β†’};\n 50β†’\n 51β†’/**\n 52β†’ * @brief Generic target identifier\n 53β†’ */\n 54β†’struct InspectorTarget {\n 55β†’ InspectorTargetType type = InspectorTargetType::None;\n 56β†’ std::string id;\n 57β†’ void *object = nullptr;\n 58β†’ std::type_index typeIndex = std::type_index(typeid(void));\n 59β†’\n 60β†’ InspectorTarget() = default;\n 61β†’\n 62β†’ template <typename T>\n 63β†’ InspectorTarget(InspectorTargetType t, const std::string &targetId, T *obj)\n 64β†’ : type(t), id(targetId), object(obj), typeIndex(typeid(T)) {}\n 65β†’\n 66β†’ [[nodiscard]] bool isValid() const {\n 67β†’ return type != InspectorTargetType::None && object != nullptr;\n 68β†’ }\n 69β†’};\n 70β†’\n 71β†’/**\n 72β†’ * @brief Property change context\n 73β†’ */\n 74β†’struct PropertyChangeContext {\n 75β†’ InspectorTarget target;\n 76β†’ std::string propertyName;\n 77β†’ PropertyValue oldValue;\n 78β†’ PropertyValue newValue;\n 79β†’ bool fromUndo = false;\n 80β†’ bool fromRedo = false;\n 81β†’};\n 82β†’\n 83β†’/**\n 84β†’ * @brief Property change handler types\n 85β†’ */\n 86β†’using BeforePropertyChangeHandler =\n 87β†’ std::function<bool(const PropertyChangeContext &)>;\n 88β†’using AfterPropertyChangeHandler =\n 89β†’ std::function<void(const PropertyChangeContext &)>;\n 90β†’using PropertyValidatorHandler =\n 91β†’ std::function<std::optional<std::string>(const PropertyChangeContext &)>;\n 92β†’\n 93β†’/**\n 94β†’ * @brief Binding configuration for a property\n 95β†’ */\n 96β†’struct PropertyBinding {\n 97β†’ std::string propertyName;\n 98β†’ BeforePropertyChangeHandler beforeChange;\n 99β†’ AfterPropertyChangeHandler afterChange;\n 100β†’ PropertyValidatorHandler validator;\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "#pragma once\n\n/**\n * @file inspector_binding.hpp\n * @brief Inspector Backend Binding System for NovelMind Editor\n *\n * Provides the binding layer between the Inspector panel and backend objects:\n * - Connects property introspection to actual object values\n * - Handles property change callbacks (onBefore/onAfter)\n * - Automatic dependent system updates\n * - Undo/Redo integration for property changes\n *\n * This bridges the Property Introspection System with the actual objects,\n * enabling the GUI Inspector to display and edit properties.\n */\n\n#include \"NovelMind/core/property_system.hpp\"\n#include \"NovelMind/core/result.hpp\"\n#include \"NovelMind/core/types.hpp\"\n#include \"NovelMind/scripting/ir.hpp\"\n#include <functional>\n#include <memory>\n#include <optional>\n#include <string>\n#include <typeindex>\n#include <unordered_map>\n#include <variant>\n#include <vector>\n\nnamespace NovelMind::editor {\n\n// Forward declarations\nclass InspectorBindingManager;\nclass UndoManager;\nclass EventBus;\n\n/**\n * @brief Target object types for inspection\n */\nenum class InspectorTargetType : u8 {\n None = 0,\n SceneObject,\n StoryGraphNode,\n TimelineTrack,\n TimelineKeyframe,\n Asset,\n ProjectSettings,\n EditorSettings\n};\n\n/**\n * @brief Generic target identifier\n */\nstruct InspectorTarget {\n InspectorTargetType type = InspectorTargetType::None;\n std::string id;\n void *object = nullptr;\n std::type_index typeIndex = std::type_index(typeid(void));\n\n InspectorTarget() = default;\n\n template <typename T>\n InspectorTarget(InspectorTargetType t, const std::string &targetId, T *obj)\n : type(t), id(targetId), object(obj), typeIndex(typeid(T)) {}\n\n [[nodiscard]] bool isValid() const {\n return type != InspectorTargetType::None && object != nullptr;\n }\n};\n\n/**\n * @brief Property change context\n */\nstruct PropertyChangeContext {\n InspectorTarget target;\n std::string propertyName;\n PropertyValue oldValue;\n PropertyValue newValue;\n bool fromUndo = false;\n bool fromRedo = false;\n};\n\n/**\n * @brief Property change handler types\n */\nusing BeforePropertyChangeHandler =\n std::function<bool(const PropertyChangeContext &)>;\nusing AfterPropertyChangeHandler =\n std::function<void(const PropertyChangeContext &)>;\nusing PropertyValidatorHandler =\n std::function<std::optional<std::string>(const PropertyChangeContext &)>;\n\n/**\n * @brief Binding configuration for a property\n */\nstruct PropertyBinding {\n std::string propertyName;\n BeforePropertyChangeHandler beforeChange;\n AfterPropertyChangeHandler afterChange;\n PropertyValidatorHandler validator;",
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[2026-01-11T18:26:33.191Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01KPsmD37vLRrR84JLBcsx7j","type":"tool_result","content":[{"type":"text","text":"Excellent! I now have a comprehensive understanding of the EventBus system. Let me create a thorough report of my findings.\n\n# EventBus System - Comprehensive Overview\n\nBased on my exploration of the codebase, here's a comprehensive overview of the EventBus architecture and how it's used in the NovelMind editor:\n\n## 1. EventBus Class/Module Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n### Core Architecture\n\nThe EventBus is a **singleton-based, thread-safe event system** designed for loose coupling between editor components. Key characteristics:\n\n**Class Structure:**\n- **Singleton pattern** via `EventBus::instance()`\n- Thread-safe with mutex protection\n- Supports both synchronous and asynchronous event processing\n- Handles nested event dispatch with deferred subscription modifications\n\n**Key Features:**\n- Type-safe event publishing and subscription\n- Event filtering by type or custom predicates\n- Deferred event processing (queued events)\n- Event history for debugging (optional)\n- Thread-safe operations with mutex protection\n- Deadlock prevention via deferred subscription modifications during dispatch\n- RAII subscription management via `ScopedEventSubscription`\n\n## Core Architecture\n\n### 1. EventBus Class Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n**Key Features:**\n- **Singleton pattern** with thread-safe instance via magic statics (C++11+)\n- **Thread-safe dispatch** with mutex protection\n- **Deferred subscription modifications** to prevent iterator invalidation during dispatch\n- **Type-safe event handling** with template-based typed subscriptions\n- **Event history** for debugging (optional, disabled by default)\n- **Synchronous and asynchronous modes** for event processing\n\n### Core Architecture:\n\n#### 1. EventBus Class Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n**Key Features:**\n- **Singleton Pattern**: Thread-safe singleton using C++11 magic statics\n- **Type-safe Events**: All events inherit from `EditorEvent` base class\n- **Thread-safe**: Uses mutex locking for concurrent access\n- **Deferred Subscription Modification**: Prevents iterator invalidation during event dispatch\n- **Event History**: Optional event logging for debugging (max 100 events)\n- **Synchronous/Asynchronous**: Supports both immediate and queued event processing\n\n### Core Components\n\n#### 1. EventBus Class Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n**Key Features:**\n- **Singleton Pattern**: `EventBus::instance()` provides global access\n- **Thread-Safe**: Uses `std::mutex` for concurrent access protection\n- **Type-Safe**: Supports both type-erased and typed event handlers\n- **Deferred Operations**: Handles subscription modifications during dispatch to prevent iterator invalidation\n- **Event History**: Optional event history tracking for debugging (max 100 events)\n- **Synchronous/Asynchronous modes**: Can process events immediately or queue them\n\n**Core Methods:**\n- `publish()` - Immediate event dispatch\n- `queueEvent()` - Deferred event processing\n- `subscribe()` - Multiple overloads for type-safe subscriptions\n- `unsubscribe()` - Remove event handlers\n- `emitEvent<T>()` - Template convenience method\n\n## 2. Event Types and Definitions\n\nThe system defines **120+ event types** organized into categories:\n\n### Core Event Types (EditorEventType enum):\nLocated in `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` (lines 48-120):\n\n**Selection Events:**\n- SelectionChanged\n- PrimarySelectionChanged\n\n**Property Events:**\n- PropertyChanged\n- PropertyChangeStarted\n- PropertyChangeEnded\n\n**Graph Events:**\n- GraphNodeAdded, GraphNodeRemoved, GraphNodeMoved\n- GraphConnectionAdded, GraphConnectionRemoved\n- GraphValidationChanged\n\n**Timeline Events:**\n- TimelineKeyframeAdded/Removed/Moved\n- TimelineTrackAdded/Removed\n- TimelinePlaybackChanged\n\n**Scene Events:**\n- SceneObjectAdded/Removed/Moved/Transformed\n- SceneLayerChanged\n\n**Project Events:**\n- ProjectCreated, ProjectOpened, ProjectClosed, ProjectSaved, ProjectModified\n\n**Undo/Redo Events:**\n- UndoPerformed, RedoPerformed, UndoStackChanged\n\n**Play Mode Events:**\n- PlayModeStarted, PlayModePaused, PlayModeResumed, PlayModeStopped, PlayModeFrameAdvanced\n\n**Asset Events:**\n- AssetImported, AssetDeleted, AssetRenamed, AssetMoved, AssetModified\n\n**Error/Diagnostic Events:**\n- ErrorOccurred, WarningOccurred, DiagnosticAdded, DiagnosticCleared\n\n**UI Events:**\n- PanelFocusChanged, LayoutChanged, ThemeChanged\n\nAnd many more domain-specific events in `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/events/panel_events.hpp`.\n\n## 1. EventBus Class/Module Implementation\n\n**Location:** `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\nThe EventBus is a **singleton-based, thread-safe event messaging system** that enables loose coupling between editor components.\n\n### Core Architecture:\n\n**Class Structure:**\n- `EventBus` - Main event bus singleton with publish/subscribe pattern\n- `EditorEvent` - Base class for all events with timestamp and source tracking\n- `EventSubscription` - Handle for managing subscriptions\n- `ScopedEventSubscription` - RAII helper for automatic unsubscription\n\n**Key Features:**\n- Thread-safe with mutex protection\n- Singleton pattern with `EventBus::instance()`\n- Type-safe event publishing and subscription\n- Support for both synchronous and asynchronous event processing\n- Event filtering by type or custom predicates\n- Event history for debugging\n- Deferred subscription modifications during dispatch to prevent iterator invalidation\n- Re-entrancy protection for nested event dispatch\n\n## 1. EventBus Class Implementation\n\n**Location:** `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n### Core Architecture\n\nThe EventBus is a **singleton-based, thread-safe event dispatching system** that enables loose coupling between editor components.\n\n**Key Features:**\n- Type-safe event publishing and subscription\n- Event filtering by type or custom predicates\n- Synchronous and asynchronous event processing modes\n- Thread-safe concurrent dispatch with deferred subscription modifications\n- Event history tracking for debugging\n- RAII-based subscription management\n\n### Core Components:\n\n**1. EventBus Class** (`/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`)\n\nThe main EventBus is a singleton that manages event distribution:\n\n```cpp\nclass EventBus {\npublic:\n static EventBus &instance(); // Thread-safe singleton (C++11 magic statics)\n \n // Publishing\n void publish(const EditorEvent &event);\n void publish(std::unique_ptr<EditorEvent> event);\n void queueEvent(std::unique_ptr<EditorEvent> event);\n void processQueuedEvents();\n \n // Subscribing\n EventSubscription subscribe(EventHandler handler);\n EventSubscription subscribe(EditorEventType type, EventHandler handler);\n EventSubscription subscribe(EventFilter filter, EventHandler handler);\n template <typename T> EventSubscription subscribe(TypedEventHandler<T> handler);\n \n // Unsubscribing\n void unsubscribe(const EventSubscription &subscription);\n void unsubscribeAll(EditorEventType type);\n void unsubscribeAll();\n \n // Configuration\n void setSynchronous(bool sync);\n void setHistoryEnabled(bool enabled);\n};\n```\n\n## Comprehensive EventBus Architecture Overview\n\nBased on my exploration, here's a complete picture of the EventBus system in this codebase:\n\n---\n\n## 1. EventBus Class Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n### Core Features:\n- **Singleton Pattern**: Thread-safe singleton using C++11 magic statics\n- **Type-Safe Events**: Template-based subscription for specific event types\n- **Thread-Safe**: Uses mutex for concurrent access protection\n- **Deferred Modifications**: Handles subscribe/unsubscribe during event dispatch safely\n- **Synchronous/Asynchronous Modes**: Can queue events for batch processing\n- **Event History**: Optional event recording for debugging (max 100 events)\n- **No Allocation During Dispatch**: Optimized to avoid copying subscriber lists during dispatch\n\n### Key Architecture Decisions:\n1. **Deferred Operations**: During event dispatch, subscription modifications are queued and applied after dispatch completes to avoid iterator invalidation\n2. **Copy-on-Dispatch**: Subscriber list is copied before dispatch to allow handlers to safely modify subscriptions\n3. **Dispatch Depth Tracking**: Atomic counter tracks nested dispatch depth for proper deferred operation handling\n\n---\n\n## 2. Event Type System\n\n### Base Event Hierarchy:\n```cpp\nEditorEvent (base class)\nβ”œβ”€β”€ SelectionChangedEvent\nβ”œβ”€β”€ PropertyChangedEvent / PropertyChangeStartedEvent / PropertyChangeEndedEvent\nβ”œβ”€β”€ GraphNodeAddedEvent / GraphNodeRemovedEvent / GraphNodeMovedEvent\nβ”œβ”€β”€ GraphConnectionAddedEvent / GraphConnectionRemovedEvent\nβ”œβ”€β”€ TimelineKeyframeEvent / TimelineTrackEvent / TimelinePlaybackChangedEvent\nβ”œβ”€β”€ SceneObjectEvent / SceneObjectTransformedEvent\nβ”œβ”€β”€ ProjectEvent / ProjectModifiedEvent\nβ”œβ”€β”€ UndoRedoEvent / UndoStackChangedEvent\nβ”œβ”€β”€ PlayModeEvent\nβ”œβ”€β”€ AssetEvent / AssetRenamedEvent\nβ”œβ”€β”€ ErrorEvent / DiagnosticEvent\n└── PanelFocusChangedEvent / LayoutChangedEvent / ThemeChangedEvent\n```\n\n### Event Categories (47+ event types):\n1. **Selection Events** (2): SelectionChanged, PrimarySelectionChanged\n2. **Property Events** (3): PropertyChanged, PropertyChangeStarted, PropertyChangeEnded\n3. **Graph Events** (6): NodeAdded/Removed/Moved, ConnectionAdded/Removed, ValidationChanged\n4. **Timeline Events** (6): KeyframeAdded/Removed/Moved, TrackAdded/Removed, PlaybackChanged\n5. **Scene Events** (5): ObjectAdded/Removed/Moved/Transformed, LayerChanged\n6. **Project Events** (5): Created/Opened/Closed/Saved/Modified\n7. **Undo/Redo Events** (3): UndoPerformed, RedoPerformed, UndoStackChanged\n8. **Play Mode Events** (5): Started/Paused/Resumed/Stopped/FrameAdvanced\n9. **Asset Events** (5): Imported/Deleted/Renamed/Moved/Modified\n10. **Error Events** (4): ErrorOccurred, WarningOccurred, DiagnosticAdded/Cleared\n11. **UI Events** (3): PanelFocusChanged, LayoutChanged, ThemeChanged\n12. **Custom Events** (starting at 1000)\n\n### Domain-Specific Events (panel_events.hpp):\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/events/panel_events.hpp`\n\nAdditional 40+ specialized events including:\n- Scene object events (SceneObjectSelectedEvent, SceneObjectPositionChangedEvent, etc.)\n- Story graph events (StoryGraphNodeSelectedEvent, SceneNodeDoubleClickedEvent, etc.)\n- Voice/Audio events (VoiceClipAssignRequestedEvent, VoiceRecordingRequestedEvent, etc.)\n- Navigation events (NavigationRequestedEvent, NavigateToScriptDefinitionEvent, etc.)\n- Scene registry auto-sync events (SceneCreatedEvent, SceneRenamedEvent, SceneThumbnailUpdatedEvent, etc.)\n\n---\n\n## 3. Subscription Mechanisms\n\n### Three Subscription Methods:\n\n**A. Subscribe to All Events:**\n```cpp\nEventSubscription sub = bus.subscribe([](const EditorEvent& event) {\n // Handle any event\n});\n```\n\n**B. Subscribe by Event Type:**\n```cpp\nEventSubscription sub = bus.subscribe(\n EditorEventType::SelectionChanged,\n [](const EditorEvent& event) {\n // Handle only SelectionChanged events\n }\n);\n```\n\n**C. Subscribe with Custom Filter:**\n```cpp\nEventSubscription sub = bus.subscribe(\n [](const EditorEvent& event) { return event.source == \"MyComponent\"; },\n [](const EditorEvent& event) {\n // Handle events from specific source\n }\n);\n```\n\n**D. Type-Safe Subscription (Template):**\n```cpp\nEventSubscription sub = bus.subscribe<SelectionChangedEvent>(\n [](const SelectionChangedEvent& event) {\n // Automatically casts to correct type\n }\n);\n```\n\n### Unsubscription:\n```cpp\n// By subscription handle\nbus.unsubscribe(subscription);\n\n// All handlers for a type\nbus.unsubscribeAll(EditorEventType::SelectionChanged);\n\n// All handlers\nbus.unsubscribeAll();\n```\n\n### RAII Helper:\n```cpp\nScopedEventSubscription scoped(&bus, subscription);\n// Automatically unsubscribes on destruction\n\n// Or use macro:\nauto sub = NM_SUBSCRIBE_EVENT(bus, SelectionChanged, handler);\n```\n\n---\n\n## 4. Event Publishing Mechanisms\n\n### Synchronous Publishing:\n```cpp\n// Publish by reference (creates internal copy)\nSelectionChangedEvent event;\nevent.selectedIds = {\"obj1\", \"obj2\"};\nbus.publish(event);\n\n// Publish with unique_ptr (transfers ownership)\nauto event = std::make_unique<SelectionChangedEvent>();\nbus.publish(std::move(event));\n```\n\n### Asynchronous/Queued Publishing:\n```cpp\n// Queue for later processing\nauto event = std::make_unique<SelectionChangedEvent>();\nbus.queueEvent(std::move(event));\n\n// Process all queued events\nbus.processQueuedEvents();\n```\n\n### Convenience Template Method:\n```cpp\n// Simplified emission (though note in code says it's limited)\nbus.emitEvent<SelectionChangedEvent>();\n```\n\n---\n\n## 5. Qt Integration (QtEventBus)\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/qt/qt_event_bus.hpp`\n\n### Features:\n- Wraps core EventBus with Qt signals/slots\n- Provides Qt-native event types (QtEditorEventType)\n- Re-entrance protection using thread_local flag\n- Convenience methods for common events\n\n### Usage Pattern:\n```cpp\n// Publishing\nQtEventBus::instance().publishSelectionChanged(selectedIds, \"SceneView\");\n\n// Subscribing via Qt signals\nconnect(&QtEventBus::instance(), &QtEventBus::selectionChanged,\n this, [](const QStringList& ids, const QString& type) {\n // Handle selection change\n });\n```\n\n---\n\n## 6. Example Usages Throughout Codebase\n\n### A. Selection Mediator Pattern\n**File**: `/tmp/gh-issue-solver-1768155806997/editor/src/mediators/selection_mediator.cpp`\n\n```cpp\nvoid SelectionMediator::initialize() {\n auto& bus = EventBus::instance();\n \n // Subscribe to events\n m_subscriptions.push_back(\n bus.subscribe<events::SceneObjectSelectedEvent>(\n [this](const events::SceneObjectSelectedEvent& event) {\n onSceneObjectSelected(event);\n }));\n \n // Bridge Qt signals to EventBus\n if (m_storyGraph) {\n connect(m_storyGraph, &NMStoryGraphPanel::nodeSelected,\n this, [this](const QString& nodeId) {\n events::StoryGraphNodeSelectedEvent event;\n event.nodeIdString = nodeId;\n EventBus::instance().publish(event);\n });\n }\n}\n```\n\n**Key Pattern**: Mediators subscribe to events, coordinate between panels, and publish new events\n\n### B. Property Mediator Pattern\n**File**: `/tmp/gh-issue-solver-1768155806997/editor/src/mediators/property_mediator.cpp`\n\n```cpp\nvoid PropertyMediator::initialize() {\n m_subscriptions.push_back(\n bus.subscribe<events::InspectorPropertyChangedEvent>(\n [this](const events::InspectorPropertyChangedEvent& event) {\n // Apply property changes to scene objects or graph nodes\n applyPropertyToSceneObject(event.objectId, \n event.propertyName, \n event.newValue);\n }));\n}\n```\n\n**Key Pattern**: Transforms high-level property change events into concrete object modifications\n\n### C. Story Graph Panel Integration\n**File**: `/tmp/gh-issue-solver-1768155806997/editor/src/qt/panels/nm_story_graph_panel.cpp`\n\n```cpp\nvoid NMStoryGraphPanel::onInitialize() {\n auto& bus = EventBus::instance();\n \n // Subscribe to scene registry events\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneThumbnailUpdatedEvent>(\n [this](const events::SceneThumbnailUpdatedEvent& event) {\n onSceneThumbnailUpdated(event.sceneId, event.thumbnailPath);\n }));\n \n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneRenamedEvent>(\n [this](const events::SceneRenamedEvent& event) {\n onSceneRenamed(event.sceneId, event.newName);\n }));\n}\n```\n\n**Key Pattern**: Panels subscribe to relevant events for automatic updates (Issue #213: Scene Registry auto-sync)\n\n---\n\n## 7. Test Patterns and Examples\n\n**File**: `/tmp/gh-issue-solver-1768155806997/tests/unit/test_event_bus.cpp`\n\n### A. Basic Functionality Tests:\n```cpp\nTEST_CASE(\"Simple subscribe and publish\") {\n EventBus bus;\n int callCount = 0;\n \n auto sub = bus.subscribe([&callCount](const EditorEvent&) {\n callCount++;\n });\n \n TestEvent event;\n bus.publish(event);\n \n REQUIRE(callCount == 1);\n}\n```\n\n### B. Thread Safety Tests:\n```cpp\nTEST_CASE(\"Subscribe during event handling\") {\n EventBus bus;\n EventSubscription newSub;\n \n auto sub1 = bus.subscribe([&](const EditorEvent&) {\n // Subscribe during dispatch - should be deferred\n newSub = bus.subscribe([](const EditorEvent&) {});\n });\n \n bus.publish(TestEvent()); // First event\n bus.publish(TestEvent()); // Second event - new subscriber active\n}\n```\n\n### C. Performance Tests:\n```cpp\nTEST_CASE(\"Dispatch performance with 100 subscribers\") {\n EventBus bus;\n \n // Subscribe 100 handlers\n for (int i = 0; i < 100; i++) {\n bus.subscribe([](const EditorEvent&) { /* work */ });\n }\n \n // Dispatch 1000 events\n for (int i = 0; i < 1000; i++) {\n bus.publish(TestEvent());\n }\n \n // Should complete in < 500ms (100k handler calls)\n}\n```\n\n### D. Concurrent Dispatch Tests (Issue #569):\n```cpp\nTEST_CASE(\"Concurrent dispatch from multiple threads\") {\n EventBus bus;\n \n // Launch 4 dispatcher threads + 2 subscribe/unsubscribe threads\n // Verifies thread safety under concurrent access\n}\n```\n\n---\n\n## 8. Key Design Patterns Used\n\n### A. Observer Pattern\nThe EventBus implements a centralized observer pattern where:\n- Publishers don't know about subscribers\n- Subscribers don't know about publishers\n- EventBus mediates all communication\n\n### B. Mediator Pattern\nMediator classes coordinate between panels:\n- **SelectionMediator**: Synchronizes selection across panels\n- **PropertyMediator**: Propagates property changes\n- **WorkflowMediator**: Coordinates multi-panel workflows\n- **SceneMediator**: Handles scene document operations\n- **SceneRegistryMediator**: Scene registry auto-sync (Issue #213)\n\n### C. RAII Pattern\n`ScopedEventSubscription` ensures automatic cleanup:\n```cpp\n{\n ScopedEventSubscription sub(&bus, subscription);\n // Automatically unsubscribes when scope exits\n}\n```\n\n### D. Deferred Execution Pattern\nSubscription modifications during dispatch are deferred:\n- Prevents iterator invalidation\n- Ensures consistent state during dispatch\n- Uses `m_dispatchDepth` counter and `m_pendingOperations` queue\n\n---\n\n## 9. Performance Optimizations\n\n### Issue #468: EventBus Performance Optimization\n1. **No Subscriber List Copy**: Dispatch works on a copy to allow safe modifications\n2. **Deferred Modifications**: Subscribe/unsubscribe during dispatch are queued\n3. **No Allocations in Hot Path**: Minimizes heap allocations during dispatch\n4. **Performance Target**: < 500ms for 100,000 handler invocations\n\n### Issue #569: Thread Safety Improvements\n1. **Concurrent Dispatch**: Multiple threads can dispatch simultaneously\n2. **Atomic Dispatch Depth**: Uses `std::atomic<int>` for tracking\n3. **Mutex-Protected Modifications**: Subscription changes are mutex-protected\n4. **Copy-Before-Dispatch**: Subscriber list copied before iteration\n\n### Issue #470: Debouncing Pattern\n**File**: `/tmp/gh-issue-solver-1768155806997/editor/src/mediators/selection_mediator.cpp`\n- Debounces expensive operations (inspector updates, scene loading)\n- Immediate lightweight updates (status bar)\n- Separate debounce timers for different operations\n\n---\n\n## 10. Common Usage Scenarios\n\n### Scenario 1: Panel Communication\n```cpp\n// Panel A publishes event\nevents::SelectionChangedEvent event;\nevent.selectedIds = {\"obj1\", \"obj2\"};\nEventBus::instance().publish(event);\n\n// Panel B receives event\nbus.subscribe<events::SelectionChangedEvent>([](auto& e) {\n updateSelection(e.selectedIds);\n});\n```\n\n### Scenario 2: Qt Signal β†’ EventBus Bridge\n```cpp\n// In mediator initialization\nconnect(qtPanel, &Panel::somethingChanged, this, [](auto data) {\n events::SomeEvent event;\n event.data = data;\n EventBus::instance().publish(event);\n});\n```\n\n### Scenario 3: Mediator Coordination\n```cpp\n// Mediator subscribes to multiple events\nbus.subscribe<events::PropertyChangedEvent>([](auto& e) {\n applyToBackend(e);\n notifyDependents(e);\n recordUndo(e);\n});\n```\n\n### Scenario 4: Scene Registry Auto-Sync (Issue #213)\n```cpp\n// Scene renamed in registry\nevents::SceneRenamedEvent event;\nevent.sceneId = \"scene_01\";\nevent.oldName = \"Old Name\";\nevent.newName = \"New Name\";\nbus.publish(event);\n\n// Story Graph updates all nodes referencing this scene\nbus.subscribe<events::SceneRenamedEvent>([this](auto& e) {\n updateAllNodesWithScene(e.sceneId, e.newName);\n});\n```\n\n---\n\n## 11. Critical Implementation Notes\n\n### Thread Safety Considerations:\n1. All subscription operations are mutex-protected\n2. Event dispatch copies subscriber list before iteration\n3. Modifications during dispatch are deferred using pending operations queue\n4. Thread-local flag in QtEventBus prevents re-entrance\n\n### Memory Management:\n1. Events can be passed by reference or unique_ptr\n2. Subscription handles use RAII for automatic cleanup\n3. Event history is bounded (max 100 events)\n\n### Performance Characteristics:\n- Synchronous dispatch: O(n) where n = number of matching subscribers\n- Type filtering: O(1) comparison per subscriber\n- Custom filtering: O(n) with filter evaluation\n- Subscription/unsubscription: O(1) amortized\n\n---\n\n## Summary\n\nThe EventBus system in this codebase is a sophisticated, production-ready event system that:\n- Enables loose coupling between 20+ editor panels\n- Supports 80+ event types across multiple domains\n- Provides both C++ and Qt integration layers\n- Handles thread safety, performance optimization, and complex coordination scenarios\n- Uses mediator pattern to organize panel communication logic\n- Integrates with undo/redo, property system, and scene management\n\nThe architecture demonstrates excellent software engineering practices with clear separation of concerns, comprehensive testing, and thorough documentation."},{"type":"text","text":"agentId: a41b900 (for resuming to continue this agent's work if needed)"}]}]},"parent_tool_use_id":null,"session_id":"5507650e-d176-48f7-b1da-4d1442ecd97e","uuid":"402f3d42-febb-481a-85c6-48531911669b","tool_use_result":{"status":"completed","prompt":"Explore the EventBus system in this codebase. Find:\n1. EventBus class/module implementation\n2. Event types and their definitions\n3. How subscribers register and unregister\n4. Event publishing mechanisms\n5. Example usages throughout the codebase\n6. Any existing tests that demonstrate patterns\n\nProvide a comprehensive overview of the EventBus architecture and how it's used.","agentId":"a41b900","content":[{"type":"text","text":"Excellent! I now have a comprehensive understanding of the EventBus system. Let me create a thorough report of my findings.\n\n# EventBus System - Comprehensive Overview\n\nBased on my exploration of the codebase, here's a comprehensive overview of the EventBus architecture and how it's used in the NovelMind editor:\n\n## 1. EventBus Class/Module Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n### Core Architecture\n\nThe EventBus is a **singleton-based, thread-safe event system** designed for loose coupling between editor components. Key characteristics:\n\n**Class Structure:**\n- **Singleton pattern** via `EventBus::instance()`\n- Thread-safe with mutex protection\n- Supports both synchronous and asynchronous event processing\n- Handles nested event dispatch with deferred subscription modifications\n\n**Key Features:**\n- Type-safe event publishing and subscription\n- Event filtering by type or custom predicates\n- Deferred event processing (queued events)\n- Event history for debugging (optional)\n- Thread-safe operations with mutex protection\n- Deadlock prevention via deferred subscription modifications during dispatch\n- RAII subscription management via `ScopedEventSubscription`\n\n## Core Architecture\n\n### 1. EventBus Class Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n**Key Features:**\n- **Singleton pattern** with thread-safe instance via magic statics (C++11+)\n- **Thread-safe dispatch** with mutex protection\n- **Deferred subscription modifications** to prevent iterator invalidation during dispatch\n- **Type-safe event handling** with template-based typed subscriptions\n- **Event history** for debugging (optional, disabled by default)\n- **Synchronous and asynchronous modes** for event processing\n\n### Core Architecture:\n\n#### 1. EventBus Class Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n**Key Features:**\n- **Singleton Pattern**: Thread-safe singleton using C++11 magic statics\n- **Type-safe Events**: All events inherit from `EditorEvent` base class\n- **Thread-safe**: Uses mutex locking for concurrent access\n- **Deferred Subscription Modification**: Prevents iterator invalidation during event dispatch\n- **Event History**: Optional event logging for debugging (max 100 events)\n- **Synchronous/Asynchronous**: Supports both immediate and queued event processing\n\n### Core Components\n\n#### 1. EventBus Class Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n**Key Features:**\n- **Singleton Pattern**: `EventBus::instance()` provides global access\n- **Thread-Safe**: Uses `std::mutex` for concurrent access protection\n- **Type-Safe**: Supports both type-erased and typed event handlers\n- **Deferred Operations**: Handles subscription modifications during dispatch to prevent iterator invalidation\n- **Event History**: Optional event history tracking for debugging (max 100 events)\n- **Synchronous/Asynchronous modes**: Can process events immediately or queue them\n\n**Core Methods:**\n- `publish()` - Immediate event dispatch\n- `queueEvent()` - Deferred event processing\n- `subscribe()` - Multiple overloads for type-safe subscriptions\n- `unsubscribe()` - Remove event handlers\n- `emitEvent<T>()` - Template convenience method\n\n## 2. Event Types and Definitions\n\nThe system defines **120+ event types** organized into categories:\n\n### Core Event Types (EditorEventType enum):\nLocated in `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` (lines 48-120):\n\n**Selection Events:**\n- SelectionChanged\n- PrimarySelectionChanged\n\n**Property Events:**\n- PropertyChanged\n- PropertyChangeStarted\n- PropertyChangeEnded\n\n**Graph Events:**\n- GraphNodeAdded, GraphNodeRemoved, GraphNodeMoved\n- GraphConnectionAdded, GraphConnectionRemoved\n- GraphValidationChanged\n\n**Timeline Events:**\n- TimelineKeyframeAdded/Removed/Moved\n- TimelineTrackAdded/Removed\n- TimelinePlaybackChanged\n\n**Scene Events:**\n- SceneObjectAdded/Removed/Moved/Transformed\n- SceneLayerChanged\n\n**Project Events:**\n- ProjectCreated, ProjectOpened, ProjectClosed, ProjectSaved, ProjectModified\n\n**Undo/Redo Events:**\n- UndoPerformed, RedoPerformed, UndoStackChanged\n\n**Play Mode Events:**\n- PlayModeStarted, PlayModePaused, PlayModeResumed, PlayModeStopped, PlayModeFrameAdvanced\n\n**Asset Events:**\n- AssetImported, AssetDeleted, AssetRenamed, AssetMoved, AssetModified\n\n**Error/Diagnostic Events:**\n- ErrorOccurred, WarningOccurred, DiagnosticAdded, DiagnosticCleared\n\n**UI Events:**\n- PanelFocusChanged, LayoutChanged, ThemeChanged\n\nAnd many more domain-specific events in `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/events/panel_events.hpp`.\n\n## 1. EventBus Class/Module Implementation\n\n**Location:** `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\nThe EventBus is a **singleton-based, thread-safe event messaging system** that enables loose coupling between editor components.\n\n### Core Architecture:\n\n**Class Structure:**\n- `EventBus` - Main event bus singleton with publish/subscribe pattern\n- `EditorEvent` - Base class for all events with timestamp and source tracking\n- `EventSubscription` - Handle for managing subscriptions\n- `ScopedEventSubscription` - RAII helper for automatic unsubscription\n\n**Key Features:**\n- Thread-safe with mutex protection\n- Singleton pattern with `EventBus::instance()`\n- Type-safe event publishing and subscription\n- Support for both synchronous and asynchronous event processing\n- Event filtering by type or custom predicates\n- Event history for debugging\n- Deferred subscription modifications during dispatch to prevent iterator invalidation\n- Re-entrancy protection for nested event dispatch\n\n## 1. EventBus Class Implementation\n\n**Location:** `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n### Core Architecture\n\nThe EventBus is a **singleton-based, thread-safe event dispatching system** that enables loose coupling between editor components.\n\n**Key Features:**\n- Type-safe event publishing and subscription\n- Event filtering by type or custom predicates\n- Synchronous and asynchronous event processing modes\n- Thread-safe concurrent dispatch with deferred subscription modifications\n- Event history tracking for debugging\n- RAII-based subscription management\n\n### Core Components:\n\n**1. EventBus Class** (`/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`)\n\nThe main EventBus is a singleton that manages event distribution:\n\n```
[2026-01-11T18:26:33.199Z] [INFO] cpp\nclass EventBus {\npublic:\n static EventBus &instance(); // Thread-safe singleton (C++11 magic statics)\n \n // Publishing\n void publish(const EditorEvent &event);\n void publish(std::unique_ptr<EditorEvent> event);\n void queueEvent(std::unique_ptr<EditorEvent> event);\n void processQueuedEvents();\n \n // Subscribing\n EventSubscription subscribe(EventHandler handler);\n EventSubscription subscribe(EditorEventType type, EventHandler handler);\n EventSubscription subscribe(EventFilter filter, EventHandler handler);\n template <typename T> EventSubscription subscribe(TypedEventHandler<T> handler);\n \n // Unsubscribing\n void unsubscribe(const EventSubscription &subscription);\n void unsubscribeAll(EditorEventType type);\n void unsubscribeAll();\n \n // Configuration\n void setSynchronous(bool sync);\n void setHistoryEnabled(bool enabled);\n};\n```\n\n## Comprehensive EventBus Architecture Overview\n\nBased on my exploration, here's a complete picture of the EventBus system in this codebase:\n\n---\n\n## 1. EventBus Class Implementation\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/event_bus.hpp` and `/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp`\n\n### Core Features:\n- **Singleton Pattern**: Thread-safe singleton using C++11 magic statics\n- **Type-Safe Events**: Template-based subscription for specific event types\n- **Thread-Safe**: Uses mutex for concurrent access protection\n- **Deferred Modifications**: Handles subscribe/unsubscribe during event dispatch safely\n- **Synchronous/Asynchronous Modes**: Can queue events for batch processing\n- **Event History**: Optional event recording for debugging (max 100 events)\n- **No Allocation During Dispatch**: Optimized to avoid copying subscriber lists during dispatch\n\n### Key Architecture Decisions:\n1. **Deferred Operations**: During event dispatch, subscription modifications are queued and applied after dispatch completes to avoid iterator invalidation\n2. **Copy-on-Dispatch**: Subscriber list is copied before dispatch to allow handlers to safely modify subscriptions\n3. **Dispatch Depth Tracking**: Atomic counter tracks nested dispatch depth for proper deferred operation handling\n\n---\n\n## 2. Event Type System\n\n### Base Event Hierarchy:\n```cpp\nEditorEvent (base class)\nβ”œβ”€β”€ SelectionChangedEvent\nβ”œβ”€β”€ PropertyChangedEvent / PropertyChangeStartedEvent / PropertyChangeEndedEvent\nβ”œβ”€β”€ GraphNodeAddedEvent / GraphNodeRemovedEvent / GraphNodeMovedEvent\nβ”œβ”€β”€ GraphConnectionAddedEvent / GraphConnectionRemovedEvent\nβ”œβ”€β”€ TimelineKeyframeEvent / TimelineTrackEvent / TimelinePlaybackChangedEvent\nβ”œβ”€β”€ SceneObjectEvent / SceneObjectTransformedEvent\nβ”œβ”€β”€ ProjectEvent / ProjectModifiedEvent\nβ”œβ”€β”€ UndoRedoEvent / UndoStackChangedEvent\nβ”œβ”€β”€ PlayModeEvent\nβ”œβ”€β”€ AssetEvent / AssetRenamedEvent\nβ”œβ”€β”€ ErrorEvent / DiagnosticEvent\n└── PanelFocusChangedEvent / LayoutChangedEvent / ThemeChangedEvent\n```\n\n### Event Categories (47+ event types):\n1. **Selection Events** (2): SelectionChanged, PrimarySelectionChanged\n2. **Property Events** (3): PropertyChanged, PropertyChangeStarted, PropertyChangeEnded\n3. **Graph Events** (6): NodeAdded/Removed/Moved, ConnectionAdded/Removed, ValidationChanged\n4. **Timeline Events** (6): KeyframeAdded/Removed/Moved, TrackAdded/Removed, PlaybackChanged\n5. **Scene Events** (5): ObjectAdded/Removed/Moved/Transformed, LayerChanged\n6. **Project Events** (5): Created/Opened/Closed/Saved/Modified\n7. **Undo/Redo Events** (3): UndoPerformed, RedoPerformed, UndoStackChanged\n8. **Play Mode Events** (5): Started/Paused/Resumed/Stopped/FrameAdvanced\n9. **Asset Events** (5): Imported/Deleted/Renamed/Moved/Modified\n10. **Error Events** (4): ErrorOccurred, WarningOccurred, DiagnosticAdded/Cleared\n11. **UI Events** (3): PanelFocusChanged, LayoutChanged, ThemeChanged\n12. **Custom Events** (starting at 1000)\n\n### Domain-Specific Events (panel_events.hpp):\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/events/panel_events.hpp`\n\nAdditional 40+ specialized events including:\n- Scene object events (SceneObjectSelectedEvent, SceneObjectPositionChangedEvent, etc.)\n- Story graph events (StoryGraphNodeSelectedEvent, SceneNodeDoubleClickedEvent, etc.)\n- Voice/Audio events (VoiceClipAssignRequestedEvent, VoiceRecordingRequestedEvent, etc.)\n- Navigation events (NavigationRequestedEvent, NavigateToScriptDefinitionEvent, etc.)\n- Scene registry auto-sync events (SceneCreatedEvent, SceneRenamedEvent, SceneThumbnailUpdatedEvent, etc.)\n\n---\n\n## 3. Subscription Mechanisms\n\n### Three Subscription Methods:\n\n**A. Subscribe to All Events:**\n```cpp\nEventSubscription sub = bus.subscribe([](const EditorEvent& event) {\n // Handle any event\n});\n```\n\n**B. Subscribe by Event Type:**\n```cpp\nEventSubscription sub = bus.subscribe(\n EditorEventType::SelectionChanged,\n [](const EditorEvent& event) {\n // Handle only SelectionChanged events\n }\n);\n```\n\n**C. Subscribe with Custom Filter:**\n```cpp\nEventSubscription sub = bus.subscribe(\n [](const EditorEvent& event) { return event.source == \"MyComponent\"; },\n [](const EditorEvent& event) {\n // Handle events from specific source\n }\n);\n```\n\n**D. Type-Safe Subscription (Template):**\n```cpp\nEventSubscription sub = bus.subscribe<SelectionChangedEvent>(\n [](const SelectionChangedEvent& event) {\n // Automatically casts to correct type\n }\n);\n```\n\n### Unsubscription:\n```cpp\n// By subscription handle\nbus.unsubscribe(subscription);\n\n// All handlers for a type\nbus.unsubscribeAll(EditorEventType::SelectionChanged);\n\n// All handlers\nbus.unsubscribeAll();\n```\n\n### RAII Helper:\n```cpp\nScopedEventSubscription scoped(&bus, subscription);\n// Automatically unsubscribes on destruction\n\n// Or use macro:\nauto sub = NM_SUBSCRIBE_EVENT(bus, SelectionChanged, handler);\n```\n\n---\n\n## 4. Event Publishing Mechanisms\n\n### Synchronous Publishing:\n```cpp\n// Publish by reference (creates internal copy)\nSelectionChangedEvent event;\nevent.selectedIds = {\"obj1\", \"obj2\"};\nbus.publish(event);\n\n// Publish with unique_ptr (transfers ownership)\nauto event = std::make_unique<SelectionChangedEvent>();\nbus.publish(std::move(event));\n```\n\n### Asynchronous/Queued Publishing:\n```cpp\n// Queue for later processing\nauto event = std::make_unique<SelectionChangedEvent>();\nbus.queueEvent(std::move(event));\n\n// Process all queued events\nbus.processQueuedEvents();\n```\n\n### Convenience Template Method:\n```cpp\n// Simplified emission (though note in code says it's limited)\nbus.emitEvent<SelectionChangedEvent>();\n```\n\n---\n\n## 5. Qt Integration (QtEventBus)\n\n**Location**: `/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/qt/qt_event_bus.hpp`\n\n### Features:\n- Wraps core EventBus with Qt signals/slots\n- Provides Qt-native event types (QtEditorEventType)\n- Re-entrance protection using thread_local flag\n- Convenience methods for common events\n\n### Usage Pattern:\n```cpp\n// Publishing\nQtEventBus::instance().publishSelectionChanged(selectedIds, \"SceneView\");\n\n// Subscribing via Qt signals\nconnect(&QtEventBus::instance(), &QtEventBus::selectionChanged,\n this, [](const QStringList& ids, const QString& type) {\n // Handle selection change\n });\n```\n\n---\n\n## 6. Example Usages Throughout Codebase\n\n### A. Selection Mediator Pattern\n**File**: `/tmp/gh-issue-solver-1768155806997/editor/src/mediators/selection_mediator.cpp`\n\n```cpp\nvoid SelectionMediator::initialize() {\n auto& bus = EventBus::instance();\n \n // Subscribe to events\n m_subscriptions.push_back(\n bus.subscribe<events::SceneObjectSelectedEvent>(\n [this](const events::SceneObjectSelectedEvent& event) {\n onSceneObjectSelected(event);\n }));\n \n // Bridge Qt signals to EventBus\n if (m_storyGraph) {\n connect(m_storyGraph, &NMStoryGraphPanel::nodeSelected,\n this, [this](const QString& nodeId) {\n events::StoryGraphNodeSelectedEvent event;\n event.nodeIdString = nodeId;\n EventBus::instance().publish(event);\n });\n }\n}\n```\n\n**Key Pattern**: Mediators subscribe to events, coordinate between panels, and publish new events\n\n### B. Property Mediator Pattern\n**File**: `/tmp/gh-issue-solver-1768155806997/editor/src/mediators/property_mediator.cpp`\n\n```cpp\nvoid PropertyMediator::initialize() {\n m_subscriptions.push_back(\n bus.subscribe<events::InspectorPropertyChangedEvent>(\n [this](const events::InspectorPropertyChangedEvent& event) {\n // Apply property changes to scene objects or graph nodes\n applyPropertyToSceneObject(event.objectId, \n event.propertyName, \n event.newValue);\n }));\n}\n```\n\n**Key Pattern**: Transforms high-level property change events into concrete object modifications\n\n### C. Story Graph Panel Integration\n**File**: `/tmp/gh-issue-solver-1768155806997/editor/src/qt/panels/nm_story_graph_panel.cpp`\n\n```cpp\nvoid NMStoryGraphPanel::onInitialize() {\n auto& bus = EventBus::instance();\n \n // Subscribe to scene registry events\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneThumbnailUpdatedEvent>(\n [this](const events::SceneThumbnailUpdatedEvent& event) {\n onSceneThumbnailUpdated(event.sceneId, event.thumbnailPath);\n }));\n \n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneRenamedEvent>(\n [this](const events::SceneRenamedEvent& event) {\n onSceneRenamed(event.sceneId, event.newName);\n }));\n}\n```\n\n**Key Pattern**: Panels subscribe to relevant events for automatic updates (Issue #213: Scene Registry auto-sync)\n\n---\n\n## 7. Test Patterns and Examples\n\n**File**: `/tmp/gh-issue-solver-1768155806997/tests/unit/test_event_bus.cpp`\n\n### A. Basic Functionality Tests:\n```cpp\nTEST_CASE(\"Simple subscribe and publish\") {\n EventBus bus;\n int callCount = 0;\n \n auto sub = bus.subscribe([&callCount](const EditorEvent&) {\n callCount++;\n });\n \n TestEvent event;\n bus.publish(event);\n \n REQUIRE(callCount == 1);\n}\n```\n\n### B. Thread Safety Tests:\n```cpp\nTEST_CASE(\"Subscribe during event handling\") {\n EventBus bus;\n EventSubscription newSub;\n \n auto sub1 = bus.subscribe([&](const EditorEvent&) {\n // Subscribe during dispatch - should be deferred\n newSub = bus.subscribe([](const EditorEvent&) {});\n });\n \n bus.publish(TestEvent()); // First event\n bus.publish(TestEvent()); // Second event - new subscriber active\n}\n```\n\n### C. Performance Tests:\n```cpp\nTEST_CASE(\"Dispatch performance with 100 subscribers\") {\n EventBus bus;\n \n // Subscribe 100 handlers\n for (int i = 0; i < 100; i++) {\n bus.subscribe([](const EditorEvent&) { /* work */ });\n }\n \n // Dispatch 1000 events\n for (int i = 0; i < 1000; i++) {\n bus.publish(TestEvent());\n }\n \n // Should complete in < 500ms (100k handler calls)\n}\n```\n\n### D. Concurrent Dispatch Tests (Issue #569):\n```cpp\nTEST_CASE(\"Concurrent dispatch from multiple threads\") {\n EventBus bus;\n \n // Launch 4 dispatcher threads + 2 subscribe/unsubscribe threads\n // Verifies thread safety under concurrent access\n}\n```\n\n---\n\n## 8. Key Design Patterns Used\n\n### A. Observer Pattern\nThe EventBus implements a centralized observer pattern where:\n- Publishers don't know about subscribers\n- Subscribers don't know about publishers\n- EventBus mediates all communication\n\n### B. Mediator Pattern\nMediator classes coordinate between panels:\n- **SelectionMediator**: Synchronizes selection across panels\n- **PropertyMediator**: Propagates property changes\n- **WorkflowMediator**: Coordinates multi-panel workflows\n- **SceneMediator**: Handles scene document operations\n- **SceneRegistryMediator**: Scene registry auto-sync (Issue #213)\n\n### C. RAII Pattern\n`ScopedEventSubscription` ensures automatic cleanup:\n```cpp\n{\n ScopedEventSubscription sub(&bus, subscription);\n // Automatically unsubscribes when scope exits\n}\n```\n\n### D. Deferred Execution Pattern\nSubscription modifications during dispatch are deferred:\n- Prevents iterator invalidation\n- Ensures consistent state during dispatch\n- Uses `m_dispatchDepth` counter and `m_pendingOperations` queue\n\n---\n\n## 9. Performance Optimizations\n\n### Issue #468: EventBus Performance Optimization\n1. **No Subscriber List Copy**: Dispatch works on a copy to allow safe modifications\n2. **Deferred Modifications**: Subscribe/unsubscribe during dispatch are queued\n3. **No Allocations in Hot Path**: Minimizes heap allocations during dispatch\n4. **Performance Target**: < 500ms for 100,000 handler invocations\n\n### Issue #569: Thread Safety Improvements\n1. **Concurrent Dispatch**: Multiple threads can dispatch simultaneously\n2. **Atomic Dispatch Depth**: Uses `std::atomic<int>` for tracking\n3. **Mutex-Protected Modifications**: Subscription changes are mutex-protected\n4. **Copy-Before-Dispatch**: Subscriber list copied before iteration\n\n### Issue #470: Debouncing Pattern\n**File**: `/tmp/gh-issue-solver-1768155806997/editor/src/mediators/selection_mediator.cpp`\n- Debounces expensive operations (inspector updates, scene loading)\n- Immediate lightweight updates (status bar)\n- Separate debounce timers for different operations\n\n---\n\n## 10. Common Usage Scenarios\n\n### Scenario 1: Panel Communication\n```cpp\n// Panel A publishes event\nevents::SelectionChangedEvent event;\nevent.selectedIds = {\"obj1\", \"obj2\"};\nEventBus::instance().publish(event);\n\n// Panel B receives event\nbus.subscribe<events::SelectionChangedEvent>([](auto& e) {\n updateSelection(e.selectedIds);\n});\n```\n\n### Scenario 2: Qt Signal β†’ EventBus Bridge\n```cpp\n// In mediator initialization\nconnect(qtPanel, &Panel::somethingChanged, this, [](auto data) {\n events::SomeEvent event;\n event.data = data;\n EventBus::instance().publish(event);\n});\n```\n\n### Scenario 3: Mediator Coordination\n```cpp\n// Mediator subscribes to multiple events\nbus.subscribe<events::PropertyChangedEvent>([](auto& e) {\n applyToBackend(e);\n notifyDependents(e);\n recordUndo(e);\n});\n```\n\n### Scenario 4: Scene Registry Auto-Sync (Issue #213)\n```cpp\n// Scene renamed in registry\nevents::SceneRenamedEvent event;\nevent.sceneId = \"scene_01\";\nevent.oldName = \"Old Name\";\nevent.newName = \"New Name\";\nbus.publish(event);\n\n// Story Graph updates all nodes referencing this scene\nbus.subscribe<events::SceneRenamedEvent>([this](auto& e) {\n updateAllNodesWithScene(e.sceneId, e.newName);\n});\n```\n\n---\n\n## 11. Critical Implementation Notes\n\n### Thread Safety Considerations:\n1. All subscription operations are mutex-protected\n2. Event dispatch copies subscriber list before iteration\n3. Modifications during dispatch are deferred using pending operations queue\n4. Thread-local flag in QtEventBus prevents re-entrance\n\n### Memory Management:\n1. Events can be passed by reference or unique_ptr\n2. Subscription handles use RAII for automatic cleanup\n3. 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[2026-01-11T18:26:49.357Z] [INFO] {
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[2026-01-11T18:26:50.744Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Wa3W39eea6g3DjHEJFh3tU","type":"tool_result","content":" 1β†’# ΠžΠ±Π·ΠΎΡ€ Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Ρ‹\n 2β†’\n 3β†’> **Π‘ΠΌ. Ρ‚Π°ΠΊΠΆΠ΅**: [gui_architecture.md](gui_architecture.md) β€” Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Π° GUI Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°.\n 4β†’> **Π‘ΠΌ. Ρ‚Π°ΠΊΠΆΠ΅**: [core_runtime_spec.md](core_runtime_spec.md) β€” API спСцификация ядра runtime.\n 5β†’> **Π‘ΠΌ. Ρ‚Π°ΠΊΠΆΠ΅**: [editor_engine_interaction.md](editor_engine_interaction.md) β€” ΠΏΡ€ΠΎΡ‚ΠΎΠΊΠΎΠ»Ρ‹ взаимодСйствия.\n 6β†’\n 7β†’Π­Ρ‚ΠΎΡ‚ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ описываСт Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Ρƒ Π΄Π²ΠΈΠΆΠΊΠ° NovelMind ΠΈ Π΅Π³ΠΎ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ΠΎΠ² Π½Π° высоком ΡƒΡ€ΠΎΠ²Π½Π΅.\n 8β†’\n 9β†’## ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ систСмы\n 10β†’\n 11β†’NovelMind состоит ΠΈΠ· Ρ‚Ρ€Π΅Ρ… основных ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ΠΎΠ²:\n 12β†’\n 13β†’```\n 14β†’+-------------------+ +-------------------+ +-------------------+\n 15β†’| Visual Editor |---->| Compiler |---->| Runtime Engine |\n 16β†’+-------------------+ +-------------------+ +-------------------+\n 17β†’ | | |\n 18β†’ v v v\n 19β†’ Project Files Pack Files (.nmres) Game Executable\n 20β†’ (JSON/NMScript) + Compiled Scripts\n 21β†’```\n 22β†’\n 23β†’### 1. Π”Π²ΠΈΠΆΠΎΠΊ выполнСния (`engine_core/`)\n 24β†’\n 25β†’Π”Π²ΠΈΠΆΠΎΠΊ выполнСния являСтся основным ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ΠΎΠΌ, ΠΊΠΎΡ‚ΠΎΡ€Ρ‹ΠΉ исполняСт Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ Π½ΠΎΠ²Π΅Π»Π»Ρ‹ Π²ΠΎ врСмя выполнСния. Он Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚Π°Π½ Π±Ρ‹Ρ‚ΡŒ лСгковСсным ΠΈ быстрым.\n 26β†’\n 27β†’#### АрхитСктура ΠΌΠΎΠ΄ΡƒΠ»Π΅ΠΉ\n 28β†’\n 29β†’```\n 30β†’+------------------------------------------------------------------+\n 31β†’| Application Layer |\n 32β†’+------------------------------------------------------------------+\n 33β†’ | | | |\n 34β†’ v v v v\n 35β†’+----------------+ +--------+ +-----------+ +-------------+\n 36β†’| Scene Manager | | Story | | Save/Load | | Localization|\n 37β†’| | | Engine | | System | | Manager |\n 38β†’+----------------+ +--------+ +-----------+ +-------------+\n 39β†’ | | | |\n 40β†’ v v v v\n 41β†’+------------------------------------------------------------------+\n 42β†’| Core Services |\n 43β†’+------------------------------------------------------------------+\n 44β†’| +-------------+ +----------------+ +------------------------+ |\n 45β†’| | Renderer | | Audio System | | Resource Manager | |\n 46β†’| +-------------+ +----------------+ +------------------------+ |\n 47β†’| +-------------+ +----------------+ +------------------------+ |\n 48β†’| | Input | | Scripting | | Virtual File System | |\n 49β†’| +-------------+ +----------------+ +------------------------+ |\n 50β†’+------------------------------------------------------------------+\n 51β†’ | | | |\n 52β†’ v v v v\n 53β†’+------------------------------------------------------------------+\n 54β†’| Platform Abstraction |\n 55β†’| +--------+ +--------+ +--------+ +--------+ +--------+ |\n 56β†’| | Window | | Time | | File | | Events | | Thread | |\n 57β†’| +--------+ +--------+ +--------+ +--------+ +--------+ |\n 58β†’+------------------------------------------------------------------+\n 59β†’```\n 60β†’\n 61β†’#### ΠžΡΠ½ΠΎΠ²Π½Ρ‹Π΅ ΠΌΠΎΠ΄ΡƒΠ»ΠΈ\n 62β†’\n 63β†’| ΠœΠΎΠ΄ΡƒΠ»ΡŒ | ΠŸΡ€ΠΎΡΡ‚Ρ€Π°Π½ΡΡ‚Π²ΠΎ ΠΈΠΌΠ΅Π½ | ОписаниС |\n 64β†’|--------|-----------|-------------|\n 65β†’| Platform | `NovelMind::platform` | Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΎΠΊΠ½Π°ΠΌΠΈ, Π²Π²ΠΎΠ΄, Ρ‚Π°ΠΉΠΌΠ΅Ρ€, Ρ„Π°ΠΉΠ»ΠΎΠ²Ρ‹ΠΉ Π²Π²ΠΎΠ΄/Π²Ρ‹Π²ΠΎΠ΄ |\n 66β†’| Renderer | `NovelMind::renderer` | 2D отрисовка спрайтов, тСкст, эффСкты |\n 67β†’| VFS | `NovelMind::vfs` | Π’ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Π°Ρ файловая систСма с ΠΏΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠΎΠΉ ΡˆΠΈΡ„Ρ€ΠΎΠ²Π°Π½ΠΈΡ |\n 68β†’| Resource Manager | `NovelMind::resource` | Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° рСсурсов, ΠΊΡΡˆΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅, доступ ΠΊ Π΄Π°Π½Π½Ρ‹ΠΌ |\n 69β†’| Scripting | `NovelMind::scripting` | Π˜Π½Ρ‚Π΅Ρ€ΠΏΡ€Π΅Ρ‚Π°Ρ‚ΠΎΡ€/Π²ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Π°Ρ машина NM Script |\n 70β†’| Scene | `NovelMind::scene` | Π“Ρ€Π°Ρ„ сцСны, слои, ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ |\n 71β†’| Audio | `NovelMind::audio` | ВоспроизвСдСниС Π·Π²ΡƒΠΊΠ° ΠΈ ΠΌΡƒΠ·Ρ‹ΠΊΠΈ (miniaudio + data provider) |\n 72β†’| Input | `NovelMind::input` | БопоставлСниС Π²Π²ΠΎΠ΄Π° ΠΈ ΠΎΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° событий |\n 73β†’| Save | `NovelMind::save` | БСриализация состояния ΠΈΠ³Ρ€Ρ‹ (Ρ„ΠΎΡ€ΠΌΠ°Ρ‚ v2, слоты/автосСйв) |\n 74β†’\n 75β†’### 2. Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ (`editor/`)\n 76β†’\n 77β†’Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ - это Π½Π°ΡΡ‚ΠΎΠ»ΡŒΠ½ΠΎΠ΅ ΠΏΡ€ΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ для создания ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ΠΎΠ² Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… Π½ΠΎΠ²Π΅Π»Π».\n 78β†’\n 79β†’#### ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°\n 80β†’\n 81β†’- **Project Dashboard** - Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°ΠΌΠΈ, настройки\n 82β†’- **Scene Editor** - Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½ΠΎΠ΅ составлСниС сцСны (WYSIWYG)\n 83β†’- **Story Flow Editor** - Π”ΠΈΠ·Π°ΠΉΠ½ Π½Π°Ρ€Ρ€Π°Ρ‚ΠΈΠ²Π½ΠΎΠ³ΠΎ ΠΏΠΎΡ‚ΠΎΠΊΠ° Π½Π° основС ΡƒΠ·Π»ΠΎΠ²\n 84β†’- **Script Editor** - Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΊΠΎΠ΄Π° NM Script с подсвСткой синтаксиса\n 85β†’- **Localization Editor** - Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠ΅Ρ€Π΅Π²ΠΎΠ΄Π°ΠΌΠΈ\n 86β†’- **Build System** - Π˜Π½Ρ‚Π΅Ρ€Ρ„Π΅ΠΉΡ компиляции ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n 87β†’\n 88β†’### 3. ΠšΠΎΠΌΠΏΠΈΠ»ΡΡ‚ΠΎΡ€ (`compiler/`)\n 89β†’\n 90β†’ΠšΠΎΠΌΠΏΠΈΠ»ΡΡ‚ΠΎΡ€ ΠΏΡ€Π΅ΠΎΠ±Ρ€Π°Π·ΡƒΠ΅Ρ‚ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Ρ‹ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π° Π² ΠΏΠ°ΠΊΠ΅Ρ‚Ρ‹, Π³ΠΎΡ‚ΠΎΠ²Ρ‹Π΅ ΠΊ Π²Ρ‹ΠΏΠΎΠ»Π½Π΅Π½ΠΈΡŽ.\n 91β†’\n 92β†’#### ΠšΠΎΠ½Π²Π΅ΠΉΠ΅Ρ€ компиляции\n 93β†’\n 94β†’```\n 95β†’Source Assets Intermediate Final Output\n 96β†’------------- ------------ ------------\n 97β†’Images (.png) ---> Texture Atlas ---> Encrypted Pack\n 98β†’Audio (.ogg) ---> Audio Index ---> (.nmres)\n 99β†’Scripts (.nms) ---> Bytecode --->\n 100β†’Scenes (.json) ---> Binary Scene --->\n 101β†’```\n 102β†’\n 103β†’## ΠŸΠΎΡ‚ΠΎΠΊ Π΄Π°Π½Π½Ρ‹Ρ…\n 104β†’\n 105β†’### МодСль Π΄Π°Π½Π½Ρ‹Ρ… ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n 106β†’\n 107β†’```\n 108β†’Project\n 109β†’β”œβ”€β”€ Metadata (Π½Π°Π·Π²Π°Π½ΠΈΠ΅, вСрсия, настройки)\n 110β†’β”œβ”€β”€ Characters[]\n 111β†’β”‚ β”œβ”€β”€ id, name, display_name\n 112β†’β”‚ β”œβ”€β”€ sprites[]\n 113β†’β”‚ └── default_color\n 114β†’β”œβ”€β”€ Scenes[]\n 115β†’β”‚ β”œβ”€β”€ id, name\n 116β†’β”‚ β”œβ”€β”€ layers[]\n 117β†’β”‚ β”‚ └── objects[]\n 118β†’β”‚ └── entry_node\n 119β†’β”œβ”€β”€ Story Graph\n 120β†’β”‚ └── nodes[]\n 121β†’β”‚ β”œβ”€β”€ DialogueNode\n 122β†’β”‚ β”œβ”€β”€ ChoiceNode\n 123β†’β”‚ β”œβ”€β”€ ConditionNode\n 124β†’β”‚ └── TransitionNode\n 125β†’β”œβ”€β”€ Variables[]\n 126β†’β”‚ β”œβ”€β”€ Flags (bool)\n 127β†’β”‚ └── Counters (int)\n 128β†’β”œβ”€β”€ Localization\n 129β†’β”‚ └── languages[]\n 130β†’β”‚ └── strings{}\n 131→└── Assets\n 132β†’ β”œβ”€β”€ textures/\n 133β†’ β”œβ”€β”€ audio/\n 134β†’ └── fonts/\n 135β†’```\n 136β†’\n 137β†’### ΠŸΠΎΡ‚ΠΎΠΊ Π΄Π°Π½Π½Ρ‹Ρ… Π²ΠΎ врСмя выполнСния\n 138β†’\n 139β†’1. **Π˜Π½ΠΈΡ†ΠΈΠ°Π»ΠΈΠ·Π°Ρ†ΠΈΡ**\n 140β†’ - ΠŸΠ»Π°Ρ‚Ρ„ΠΎΡ€ΠΌΠ΅Π½Π½Ρ‹ΠΉ слой ΠΈΠ½ΠΈΡ†ΠΈΠ°Π»ΠΈΠ·ΠΈΡ€ΡƒΠ΅Ρ‚ ΠΎΠΊΠ½ΠΎ, Π²Π²ΠΎΠ΄, Ρ‚Π°ΠΉΠΌΠ΅Ρ€\n 141β†’ - VFS ΠΌΠΎΠ½Ρ‚ΠΈΡ€ΡƒΠ΅Ρ‚ ΠΏΠ°ΠΊΠ΅Ρ‚Ρ‹ ΠΈ выставляСт рСсурсныС ID\n 142β†’ - ResourceManager ΠΊΡΡˆΠΈΡ€ΡƒΠ΅Ρ‚ тСкстуры/ΡˆΡ€ΠΈΡ„Ρ‚Ρ‹ ΠΈ прСдоставляСт Π΄Π°Π½Π½Ρ‹Π΅ Π°ΡƒΠ΄ΠΈΠΎ\n 143β†’ - AudioManager ΠΏΠΎΠ»ΡƒΡ‡Π°Π΅Ρ‚ data provider ΠΎΡ‚ ResourceManager\n 144β†’ - Π”Π²ΠΈΠΆΠΎΠΊ истории Π·Π°Π³Ρ€ΡƒΠΆΠ°Π΅Ρ‚ Π½Π°Ρ‡Π°Π»ΡŒΠ½ΡƒΡŽ сцСну\n 145β†’\n 146β†’2. **Π“Π»Π°Π²Π½Ρ‹ΠΉ Ρ†ΠΈΠΊΠ»**\n 147β†’ - ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° событий Π²Π²ΠΎΠ΄Π°\n 148β†’ - ОбновлСниС состояния истории\n 149β†’ - ОбновлСниС Π°Π½ΠΈΠΌΠ°Ρ†ΠΈΠΉ/эффСктов\n 150β†’ - ΠžΡ‚Ρ€ΠΈΡΠΎΠ²ΠΊΠ° слоСв сцСны\n 151β†’ - ΠŸΡ€Π΅Π΄ΡΡ‚Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΊΠ°Π΄Ρ€Π°\n 152β†’\n 153β†’3. **ИсполнСниС истории**\n 154β†’ - ΠŸΠΎΠ»ΡƒΡ‡Π΅Π½ΠΈΠ΅ Ρ‚Π΅ΠΊΡƒΡ‰Π΅Π³ΠΎ ΡƒΠ·Π»Π° ΠΈΠ· Π³Ρ€Π°Ρ„Π° истории\n 155β†’ - Π’Ρ‹ΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄ ΡƒΠ·Π»Π° Ρ‡Π΅Ρ€Π΅Π· скриптовый Π΄Π²ΠΈΠΆΠΎΠΊ\n 156β†’ - ОТиданиС Π²Π²ΠΎΠ΄Π° ΠΈΠ³Ρ€ΠΎΠΊΠ° (ΠΏΡ€ΠΎΠ΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π΄ΠΈΠ°Π»ΠΎΠ³Π°, Π²Ρ‹Π±ΠΎΡ€)\n 157β†’ - ΠŸΠ΅Ρ€Π΅Ρ…ΠΎΠ΄ ΠΊ ΡΠ»Π΅Π΄ΡƒΡŽΡ‰Π΅ΠΌΡƒ ΡƒΠ·Π»Ρƒ\n 158β†’ - Π‘Π½ΠΈΠΌΠΊΠΈ состояния Ρ‡Π΅Ρ€Π΅Π· SaveManager (слоты/автосСйв)\n 159β†’\n 160β†’## Π“Ρ€Π°Ρ„ зависимостСй\n 161β†’\n 162β†’```\n 163β†’ Application\n 164β†’ |\n 165β†’ +-------+-------+-------+-------+\n 166β†’ | | | | |\n 167β†’ v v v v v\n 168β†’ Scene Story Save Local Audio\n 169β†’ | | | | |\n 170β†’ +-------+---+---+-------+ |\n 171β†’ | |\n 172β†’ v |\n 173β†’ Resource Manager <---------+\n 174β†’ |\n 175β†’ v\n 176β†’ Virtual File System\n 177β†’ |\n 178β†’ v\n 179β†’ Platform Layer\n 180β†’```\n 181β†’\n 182β†’## МодСль ΠΏΠΎΡ‚ΠΎΠΊΠΎΠ²\n 183β†’\n 184β†’Π”Π²ΠΈΠΆΠΎΠΊ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ ΠΎΠ΄Π½ΠΎΠΏΠΎΡ‚ΠΎΡ‡Π½ΡƒΡŽ модСль для простоты:\n 185β†’\n 186β†’- **Π“Π»Π°Π²Π½Ρ‹ΠΉ ΠΏΠΎΡ‚ΠΎΠΊ**: Π˜Π³Ρ€ΠΎΠ²ΠΎΠΉ Ρ†ΠΈΠΊΠ», отрисовка, Π²Π²ΠΎΠ΄, Π°ΡƒΠ΄ΠΈΠΎΠΊΠΎΠΌΠ°Π½Π΄Ρ‹\n 187β†’- **Аудиопоток** (ΠΎΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ): ΠŸΠΎΡ‚ΠΎΠΊΠΎΠ²ΠΎΠ΅ воспроизвСдСниС Π°ΡƒΠ΄ΠΈΠΎ (управляСтся Π°ΡƒΠ΄ΠΈΠΎ-бэкСндом)\n 188β†’\n 189β†’ΠŸΠ»Π°Π½Ρ‹ Π½Π° Π±ΡƒΠ΄ΡƒΡ‰Π΅Π΅:\n 190β†’- Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° рСсурсов Π² Ρ„ΠΎΠ½ΠΎΠ²ΠΎΠΌ ΠΏΠΎΡ‚ΠΎΠΊΠ΅\n 191β†’- Π’Ρ‹ΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ скриптов Π² Π²Ρ‹Π΄Π΅Π»Π΅Π½Π½ΠΎΠΌ ΠΏΠΎΡ‚ΠΎΠΊΠ΅\n 192β†’\n 193β†’## Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠ°ΠΌΡΡ‚ΡŒΡŽ\n 194β†’\n 195β†’- **ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏΡ‹ RAII** Π²ΠΎ всСй ΠΊΠΎΠ΄ΠΎΠ²ΠΎΠΉ Π±Π°Π·Π΅\n 196β†’- **Π£ΠΌΠ½Ρ‹Π΅ ΡƒΠΊΠ°Π·Π°Ρ‚Π΅Π»ΠΈ** для сСмантики владСния\n 197β†’- **ДСскрипторы рСсурсов** для управляСмых рСсурсов\n 198β†’- **ΠŸΡƒΠ»-Π°Π»Π»ΠΎΠΊΠ°Ρ‚ΠΎΡ€Ρ‹** для часто создаваСмых/ΡƒΠ½ΠΈΡ‡Ρ‚ΠΎΠΆΠ°Π΅ΠΌΡ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n 199β†’\n 200β†’## ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° ошибок\n 201β†’\n 202β†’- **Π’ΠΈΠΏΡ‹ Expected/Result** для восстанавливаСмых ошибок\n 203β†’- **Π˜ΡΠΊΠ»ΡŽΡ‡Π΅Π½ΠΈΡ ΠΎΡ‚ΠΊΠ»ΡŽΡ‡Π΅Π½Ρ‹** - явноС распространСниС ошибок\n 204β†’- **БистСма логирования** для ΠΎΡ‚Π»Π°Π΄ΠΊΠΈ ΠΈ диагностики\n 205β†’- **УтвСрТдСния** для ΠΏΡ€ΠΎΠ²Π΅Ρ€ΠΎΠΊ Π½Π° этапС Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ\n 206β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"5507650e-d176-48f7-b1da-4d1442ecd97e","uuid":"ecef28e9-a0a5-4343-8c52-d1383b428f3e","tool_use_result":{"type":"te
[2026-01-11T18:26:50.745Z] [INFO] xt","file":{"filePath":"/tmp/gh-issue-solver-1768155806997/docs/architecture_overview.md","content":"# ΠžΠ±Π·ΠΎΡ€ Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Ρ‹\n\n> **Π‘ΠΌ. Ρ‚Π°ΠΊΠΆΠ΅**: [gui_architecture.md](gui_architecture.md) β€” Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Π° GUI Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°.\n> **Π‘ΠΌ. Ρ‚Π°ΠΊΠΆΠ΅**: [core_runtime_spec.md](core_runtime_spec.md) β€” API спСцификация ядра runtime.\n> **Π‘ΠΌ. Ρ‚Π°ΠΊΠΆΠ΅**: [editor_engine_interaction.md](editor_engine_interaction.md) β€” ΠΏΡ€ΠΎΡ‚ΠΎΠΊΠΎΠ»Ρ‹ взаимодСйствия.\n\nΠ­Ρ‚ΠΎΡ‚ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ описываСт Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Ρƒ Π΄Π²ΠΈΠΆΠΊΠ° NovelMind ΠΈ Π΅Π³ΠΎ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ΠΎΠ² Π½Π° высоком ΡƒΡ€ΠΎΠ²Π½Π΅.\n\n## ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ систСмы\n\nNovelMind состоит ΠΈΠ· Ρ‚Ρ€Π΅Ρ… основных ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ΠΎΠ²:\n\n```\n+-------------------+ +-------------------+ +-------------------+\n| Visual Editor |---->| Compiler |---->| Runtime Engine |\n+-------------------+ +-------------------+ +-------------------+\n | | |\n v v v\n Project Files Pack Files (.nmres) Game Executable\n (JSON/NMScript) + Compiled Scripts\n```\n\n### 1. Π”Π²ΠΈΠΆΠΎΠΊ выполнСния (`engine_core/`)\n\nΠ”Π²ΠΈΠΆΠΎΠΊ выполнСния являСтся основным ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ΠΎΠΌ, ΠΊΠΎΡ‚ΠΎΡ€Ρ‹ΠΉ исполняСт Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ Π½ΠΎΠ²Π΅Π»Π»Ρ‹ Π²ΠΎ врСмя выполнСния. Он Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚Π°Π½ Π±Ρ‹Ρ‚ΡŒ лСгковСсным ΠΈ быстрым.\n\n#### АрхитСктура ΠΌΠΎΠ΄ΡƒΠ»Π΅ΠΉ\n\n```\n+------------------------------------------------------------------+\n| Application Layer |\n+------------------------------------------------------------------+\n | | | |\n v v v v\n+----------------+ +--------+ +-----------+ +-------------+\n| Scene Manager | | Story | | Save/Load | | Localization|\n| | | Engine | | System | | Manager |\n+----------------+ +--------+ +-----------+ +-------------+\n | | | |\n v v v v\n+------------------------------------------------------------------+\n| Core Services |\n+------------------------------------------------------------------+\n| +-------------+ +----------------+ +------------------------+ |\n| | Renderer | | Audio System | | Resource Manager | |\n| +-------------+ +----------------+ +------------------------+ |\n| +-------------+ +----------------+ +------------------------+ |\n| | Input | | Scripting | | Virtual File System | |\n| +-------------+ +----------------+ +------------------------+ |\n+------------------------------------------------------------------+\n | | | |\n v v v v\n+------------------------------------------------------------------+\n| Platform Abstraction |\n| +--------+ +--------+ +--------+ +--------+ +--------+ |\n| | Window | | Time | | File | | Events | | Thread | |\n| +--------+ +--------+ +--------+ +--------+ +--------+ |\n+------------------------------------------------------------------+\n```\n\n#### ΠžΡΠ½ΠΎΠ²Π½Ρ‹Π΅ ΠΌΠΎΠ΄ΡƒΠ»ΠΈ\n\n| ΠœΠΎΠ΄ΡƒΠ»ΡŒ | ΠŸΡ€ΠΎΡΡ‚Ρ€Π°Π½ΡΡ‚Π²ΠΎ ΠΈΠΌΠ΅Π½ | ОписаниС |\n|--------|-----------|-------------|\n| Platform | `NovelMind::platform` | Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΎΠΊΠ½Π°ΠΌΠΈ, Π²Π²ΠΎΠ΄, Ρ‚Π°ΠΉΠΌΠ΅Ρ€, Ρ„Π°ΠΉΠ»ΠΎΠ²Ρ‹ΠΉ Π²Π²ΠΎΠ΄/Π²Ρ‹Π²ΠΎΠ΄ |\n| Renderer | `NovelMind::renderer` | 2D отрисовка спрайтов, тСкст, эффСкты |\n| VFS | `NovelMind::vfs` | Π’ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Π°Ρ файловая систСма с ΠΏΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠΎΠΉ ΡˆΠΈΡ„Ρ€ΠΎΠ²Π°Π½ΠΈΡ |\n| Resource Manager | `NovelMind::resource` | Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° рСсурсов, ΠΊΡΡˆΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅, доступ ΠΊ Π΄Π°Π½Π½Ρ‹ΠΌ |\n| Scripting | `NovelMind::scripting` | Π˜Π½Ρ‚Π΅Ρ€ΠΏΡ€Π΅Ρ‚Π°Ρ‚ΠΎΡ€/Π²ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Π°Ρ машина NM Script |\n| Scene | `NovelMind::scene` | Π“Ρ€Π°Ρ„ сцСны, слои, ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ |\n| Audio | `NovelMind::audio` | ВоспроизвСдСниС Π·Π²ΡƒΠΊΠ° ΠΈ ΠΌΡƒΠ·Ρ‹ΠΊΠΈ (miniaudio + data provider) |\n| Input | `NovelMind::input` | БопоставлСниС Π²Π²ΠΎΠ΄Π° ΠΈ ΠΎΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° событий |\n| Save | `NovelMind::save` | БСриализация состояния ΠΈΠ³Ρ€Ρ‹ (Ρ„ΠΎΡ€ΠΌΠ°Ρ‚ v2, слоты/автосСйв) |\n\n### 2. Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ (`editor/`)\n\nΠ’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ - это Π½Π°ΡΡ‚ΠΎΠ»ΡŒΠ½ΠΎΠ΅ ΠΏΡ€ΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ для создания ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ΠΎΠ² Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… Π½ΠΎΠ²Π΅Π»Π».\n\n#### ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°\n\n- **Project Dashboard** - Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°ΠΌΠΈ, настройки\n- **Scene Editor** - Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½ΠΎΠ΅ составлСниС сцСны (WYSIWYG)\n- **Story Flow Editor** - Π”ΠΈΠ·Π°ΠΉΠ½ Π½Π°Ρ€Ρ€Π°Ρ‚ΠΈΠ²Π½ΠΎΠ³ΠΎ ΠΏΠΎΡ‚ΠΎΠΊΠ° Π½Π° основС ΡƒΠ·Π»ΠΎΠ²\n- **Script Editor** - Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΊΠΎΠ΄Π° NM Script с подсвСткой синтаксиса\n- **Localization Editor** - Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠ΅Ρ€Π΅Π²ΠΎΠ΄Π°ΠΌΠΈ\n- **Build System** - Π˜Π½Ρ‚Π΅Ρ€Ρ„Π΅ΠΉΡ компиляции ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n\n### 3. ΠšΠΎΠΌΠΏΠΈΠ»ΡΡ‚ΠΎΡ€ (`compiler/`)\n\nΠšΠΎΠΌΠΏΠΈΠ»ΡΡ‚ΠΎΡ€ ΠΏΡ€Π΅ΠΎΠ±Ρ€Π°Π·ΡƒΠ΅Ρ‚ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Ρ‹ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π° Π² ΠΏΠ°ΠΊΠ΅Ρ‚Ρ‹, Π³ΠΎΡ‚ΠΎΠ²Ρ‹Π΅ ΠΊ Π²Ρ‹ΠΏΠΎΠ»Π½Π΅Π½ΠΈΡŽ.\n\n#### ΠšΠΎΠ½Π²Π΅ΠΉΠ΅Ρ€ компиляции\n\n```\nSource Assets Intermediate Final Output\n------------- ------------ ------------\nImages (.png) ---> Texture Atlas ---> Encrypted Pack\nAudio (.ogg) ---> Audio Index ---> (.nmres)\nScripts (.nms) ---> Bytecode --->\nScenes (.json) ---> Binary Scene --->\n```\n\n## ΠŸΠΎΡ‚ΠΎΠΊ Π΄Π°Π½Π½Ρ‹Ρ…\n\n### МодСль Π΄Π°Π½Π½Ρ‹Ρ… ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n\n```\nProject\nβ”œβ”€β”€ Metadata (Π½Π°Π·Π²Π°Π½ΠΈΠ΅, вСрсия, настройки)\nβ”œβ”€β”€ Characters[]\nβ”‚ β”œβ”€β”€ id, name, display_name\nβ”‚ β”œβ”€β”€ sprites[]\nβ”‚ └── default_color\nβ”œβ”€β”€ Scenes[]\nβ”‚ β”œβ”€β”€ id, name\nβ”‚ β”œβ”€β”€ layers[]\nβ”‚ β”‚ └── objects[]\nβ”‚ └── entry_node\nβ”œβ”€β”€ Story Graph\nβ”‚ └── nodes[]\nβ”‚ β”œβ”€β”€ DialogueNode\nβ”‚ β”œβ”€β”€ ChoiceNode\nβ”‚ β”œβ”€β”€ ConditionNode\nβ”‚ └── TransitionNode\nβ”œβ”€β”€ Variables[]\nβ”‚ β”œβ”€β”€ Flags (bool)\nβ”‚ └── Counters (int)\nβ”œβ”€β”€ Localization\nβ”‚ └── languages[]\nβ”‚ └── strings{}\n└── Assets\n β”œβ”€β”€ textures/\n β”œβ”€β”€ audio/\n └── fonts/\n```\n\n### ΠŸΠΎΡ‚ΠΎΠΊ Π΄Π°Π½Π½Ρ‹Ρ… Π²ΠΎ врСмя выполнСния\n\n1. **Π˜Π½ΠΈΡ†ΠΈΠ°Π»ΠΈΠ·Π°Ρ†ΠΈΡ**\n - ΠŸΠ»Π°Ρ‚Ρ„ΠΎΡ€ΠΌΠ΅Π½Π½Ρ‹ΠΉ слой ΠΈΠ½ΠΈΡ†ΠΈΠ°Π»ΠΈΠ·ΠΈΡ€ΡƒΠ΅Ρ‚ ΠΎΠΊΠ½ΠΎ, Π²Π²ΠΎΠ΄, Ρ‚Π°ΠΉΠΌΠ΅Ρ€\n - VFS ΠΌΠΎΠ½Ρ‚ΠΈΡ€ΡƒΠ΅Ρ‚ ΠΏΠ°ΠΊΠ΅Ρ‚Ρ‹ ΠΈ выставляСт рСсурсныС ID\n - ResourceManager ΠΊΡΡˆΠΈΡ€ΡƒΠ΅Ρ‚ тСкстуры/ΡˆΡ€ΠΈΡ„Ρ‚Ρ‹ ΠΈ прСдоставляСт Π΄Π°Π½Π½Ρ‹Π΅ Π°ΡƒΠ΄ΠΈΠΎ\n - AudioManager ΠΏΠΎΠ»ΡƒΡ‡Π°Π΅Ρ‚ data provider ΠΎΡ‚ ResourceManager\n - Π”Π²ΠΈΠΆΠΎΠΊ истории Π·Π°Π³Ρ€ΡƒΠΆΠ°Π΅Ρ‚ Π½Π°Ρ‡Π°Π»ΡŒΠ½ΡƒΡŽ сцСну\n\n2. **Π“Π»Π°Π²Π½Ρ‹ΠΉ Ρ†ΠΈΠΊΠ»**\n - ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° событий Π²Π²ΠΎΠ΄Π°\n - ОбновлСниС состояния истории\n - ОбновлСниС Π°Π½ΠΈΠΌΠ°Ρ†ΠΈΠΉ/эффСктов\n - ΠžΡ‚Ρ€ΠΈΡΠΎΠ²ΠΊΠ° слоСв сцСны\n - ΠŸΡ€Π΅Π΄ΡΡ‚Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΊΠ°Π΄Ρ€Π°\n\n3. **ИсполнСниС истории**\n - ΠŸΠΎΠ»ΡƒΡ‡Π΅Π½ΠΈΠ΅ Ρ‚Π΅ΠΊΡƒΡ‰Π΅Π³ΠΎ ΡƒΠ·Π»Π° ΠΈΠ· Π³Ρ€Π°Ρ„Π° истории\n - Π’Ρ‹ΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄ ΡƒΠ·Π»Π° Ρ‡Π΅Ρ€Π΅Π· скриптовый Π΄Π²ΠΈΠΆΠΎΠΊ\n - ОТиданиС Π²Π²ΠΎΠ΄Π° ΠΈΠ³Ρ€ΠΎΠΊΠ° (ΠΏΡ€ΠΎΠ΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π΄ΠΈΠ°Π»ΠΎΠ³Π°, Π²Ρ‹Π±ΠΎΡ€)\n - ΠŸΠ΅Ρ€Π΅Ρ…ΠΎΠ΄ ΠΊ ΡΠ»Π΅Π΄ΡƒΡŽΡ‰Π΅ΠΌΡƒ ΡƒΠ·Π»Ρƒ\n - Π‘Π½ΠΈΠΌΠΊΠΈ состояния Ρ‡Π΅Ρ€Π΅Π· SaveManager (слоты/автосСйв)\n\n## Π“Ρ€Π°Ρ„ зависимостСй\n\n```\n Application\n |\n +-------+-------+-------+-------+\n | | | | |\n v v v v v\n Scene Story Save Local Audio\n | | | | |\n +-------+---+---+-------+ |\n | |\n v |\n Resource Manager <---------+\n |\n v\n Virtual File System\n |\n v\n Platform Layer\n```\n\n## МодСль ΠΏΠΎΡ‚ΠΎΠΊΠΎΠ²\n\nΠ”Π²ΠΈΠΆΠΎΠΊ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ ΠΎΠ΄Π½ΠΎΠΏΠΎΡ‚ΠΎΡ‡Π½ΡƒΡŽ модСль для простоты:\n\n- **Π“Π»Π°Π²Π½Ρ‹ΠΉ ΠΏΠΎΡ‚ΠΎΠΊ**: Π˜Π³Ρ€ΠΎΠ²ΠΎΠΉ Ρ†ΠΈΠΊΠ», отрисовка, Π²Π²ΠΎΠ΄, Π°ΡƒΠ΄ΠΈΠΎΠΊΠΎΠΌΠ°Π½Π΄Ρ‹\n- **Аудиопоток** (ΠΎΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ): ΠŸΠΎΡ‚ΠΎΠΊΠΎΠ²ΠΎΠ΅ воспроизвСдСниС Π°ΡƒΠ΄ΠΈΠΎ (управляСтся Π°ΡƒΠ΄ΠΈΠΎ-бэкСндом)\n\nΠŸΠ»Π°Π½Ρ‹ Π½Π° Π±ΡƒΠ΄ΡƒΡ‰Π΅Π΅:\n- Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° рСсурсов Π² Ρ„ΠΎΠ½ΠΎΠ²ΠΎΠΌ ΠΏΠΎΡ‚ΠΎΠΊΠ΅\n- Π’Ρ‹ΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ скриптов Π² Π²Ρ‹Π΄Π΅Π»Π΅Π½Π½ΠΎΠΌ ΠΏΠΎΡ‚ΠΎΠΊΠ΅\n\n## Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠ°ΠΌΡΡ‚ΡŒΡŽ\n\n- **ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏΡ‹ RAII** Π²ΠΎ всСй ΠΊΠΎΠ΄ΠΎΠ²ΠΎΠΉ Π±Π°Π·Π΅\n- **Π£ΠΌΠ½Ρ‹Π΅ ΡƒΠΊΠ°Π·Π°Ρ‚Π΅Π»ΠΈ** для сСмантики владСния\n- **ДСскрипторы рСсурсов** для управляСмых рСсурсов\n- **ΠŸΡƒΠ»-Π°Π»Π»ΠΎΠΊΠ°Ρ‚ΠΎΡ€Ρ‹** для часто создаваСмых/ΡƒΠ½ΠΈΡ‡Ρ‚ΠΎΠΆΠ°Π΅ΠΌΡ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n\n## ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° ошибок\n\n- **Π’ΠΈΠΏΡ‹ Expected/Result** для восстанавливаСмых ошибок\n- **Π˜ΡΠΊΠ»ΡŽΡ‡Π΅Π½ΠΈΡ ΠΎΡ‚ΠΊΠ»ΡŽΡ‡Π΅Π½Ρ‹** - явноС распространСниС ошибок\n- **БистСма логирования** для ΠΎΡ‚Π»Π°Π΄ΠΊΠΈ ΠΈ диагностики\n- **УтвСрТдСния** для ΠΏΡ€ΠΎΠ²Π΅Ρ€ΠΎΠΊ Π½Π° этапС Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ\n","numLines":206,"startLine":1,"totalLines":206}}}
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[2026-01-11T18:26:54.863Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_014p7G7EpQeFva6VgK6M2KpH","type":"tool_result","content":" 1β†’# АрхитСктура GUI Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π° NovelMind\n 2β†’\n 3β†’> **ΠŸΡ€ΠΈΠΌΠ΅Ρ‡Π°Π½ΠΈΠ΅**: Для Π°ΠΊΡ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… статусов Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ см. [IMPLEMENTATION_ROADMAP.md](IMPLEMENTATION_ROADMAP.md).\n 4β†’> Для ΠΊΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠ΅Π² 100% готовности Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π° см. [EDITOR_SPEC_100.md](EDITOR_SPEC_100.md).\n 5β†’\n 6β†’## ΠžΠ±Π·ΠΎΡ€\n 7β†’\n 8β†’Π”Π°Π½Π½Ρ‹ΠΉ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ описываСт ΠΊΠΎΠΌΠΏΠ»Π΅ΠΊΡΠ½ΡƒΡŽ Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Ρƒ GUI для Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π° NovelMind, ΠΏΠΎΠ»Π½ΠΎΡΡ‚ΡŒΡŽ пСрСстроСнного с использованиСм Qt 6 Widgets. АрхитСктура слСдуСт ΠΌΠΎΠ΄ΡƒΠ»ΡŒΠ½ΠΎΠΌΡƒ, событийно-ΠΎΡ€ΠΈΠ΅Π½Ρ‚ΠΈΡ€ΠΎΠ²Π°Π½Π½ΠΎΠΌΡƒ Π΄ΠΈΠ·Π°ΠΉΠ½Ρƒ, Π²Π΄ΠΎΡ…Π½ΠΎΠ²Π»Π΅Π½Π½ΠΎΠΌΡƒ ΠΏΡ€ΠΎΡ„Π΅ΡΡΠΈΠΎΠ½Π°Π»ΡŒΠ½Ρ‹ΠΌΠΈ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°ΠΌΠΈ, Ρ‚Π°ΠΊΠΈΠΌΠΈ ΠΊΠ°ΠΊ Unreal Engine, Unity ΠΈ Godot.\n 9β†’\n 10β†’## ВСхнологичСский стСк\n 11β†’\n 12β†’- **C++20**\n 13β†’- **Qt 6.x**\n 14β†’- **Qt Widgets** (основная UI-Ρ„Ρ€Π΅ΠΉΠΌΠ²ΠΎΡ€ΠΊ)\n 15β†’- **QDockWidget / QMainWindow** (систСма Π΄ΠΎΠΊΠΈΠ½Π³Π°)\n 16β†’- **QGraphicsView / QGraphicsScene** (Π³Ρ€Π°Ρ„Ρ‹, врСмСнная шкала)\n 17β†’- **Qt Model/View** (Ρ‚Π°Π±Π»ΠΈΡ†Ρ‹, Π΄Π΅Ρ€Π΅Π²ΡŒΡ)\n 18β†’- **CMake** (систСма сборки)\n 19β†’- **ΠŸΠ»Π°Ρ‚Ρ„ΠΎΡ€ΠΌΡ‹**: Windows / Linux\n 20β†’- **ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° High-DPI**\n 21β†’- **ВСмная Ρ‚Π΅ΠΌΠ° ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ**\n 22β†’\n 23β†’## Π£Ρ€ΠΎΠ²Π½ΠΈ Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Ρ‹\n 24β†’\n 25β†’```\n 26β†’β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\n 27β†’β”‚ GUI Layer (Qt Widgets) β”‚\n 28β†’β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n 29β†’β”‚ β”‚SceneViewβ”‚ β”‚StoryGraphβ”‚ β”‚Inspectorβ”‚ β”‚ Console β”‚ ... β”‚\n 30β†’β”‚ β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”˜ β”‚\n 31β†’β”‚ β”‚ β”‚ β”‚ β”‚ β”‚\n 32β†’β”œβ”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€\n 33β†’β”‚ Editor Core Layer β”‚\n 34β†’β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n 35β†’β”‚ β”‚Event Busβ”‚ β”‚Selectionβ”‚ β”‚Undo/Redo β”‚ β”‚Play-In-Editor β”‚ β”‚\n 36β†’β”‚ β”‚ System β”‚ β”‚ System β”‚ β”‚ System β”‚ β”‚ Bridge β”‚ β”‚\n 37β†’β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n 38β†’β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€\n 39β†’β”‚ Engine Core (existing) β”‚\n 40β†’β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n 41β†’β”‚ β”‚ Scene β”‚ β”‚Scriptingβ”‚ β”‚ Assets β”‚ β”‚ Renderer β”‚ β”‚\n 42β†’β”‚ β”‚ Graph β”‚ β”‚ (IR) β”‚ β”‚ (VFS) β”‚ β”‚ β”‚ β”‚\n 43β†’β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n 44β†’β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n 45β†’```\n 46β†’\n 47β†’## Π­ΠΊΡ€Π°Π½ привСтствия/запуска\n 48β†’\n 49β†’Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ ΠΈΠΌΠ΅Π΅Ρ‚ соврСмСнный экран привСтствия, Π²Π΄ΠΎΡ…Π½ΠΎΠ²Π»Π΅Π½Π½Ρ‹ΠΉ Unreal Engine ΠΈ Unity Hub:\n 50β†’\n 51β†’**ВозмоТности:**\n 52β†’- Бписок послСдних ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ΠΎΠ² с Π²Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹ΠΌΠΈ ΠΌΠ΅Ρ‚ΠΊΠ°ΠΌΠΈ ΠΈ быстрым доступом\n 53β†’- Π¨Π°Π±Π»ΠΎΠ½Ρ‹ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ΠΎΠ² (ΠŸΡƒΡΡ‚ΠΎΠΉ, Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Π°Ρ Π½ΠΎΠ²Π΅Π»Π»Π°, Бимулятор свиданий, Π”Π΅Ρ‚Π΅ΠΊΡ‚ΠΈΠ², RPG, Π₯ΠΎΡ€Ρ€ΠΎΡ€)\n 54β†’- Кнопки быстрых дСйствий (Новый ΠΏΡ€ΠΎΠ΅ΠΊΡ‚, ΠžΡ‚ΠΊΡ€Ρ‹Ρ‚ΡŒ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚, ΠŸΡ€ΠΎΡΠΌΠΎΡ‚Ρ€Π΅Ρ‚ΡŒ ΠΏΡ€ΠΈΠΌΠ΅Ρ€Ρ‹)\n 55β†’- ПанСль ΠΎΠ±ΡƒΡ‡Π°ΡŽΡ‰ΠΈΡ… рСсурсов со ссылками Π½Π° Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΡŽ\n 56β†’- Π€ΡƒΠ½ΠΊΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ поиска для ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ΠΎΠ² ΠΈ шаблонов\n 57β†’- ΠžΠΏΡ†ΠΈΡ \"НС ΠΏΠΎΠΊΠ°Π·Ρ‹Π²Π°Ρ‚ΡŒ снова\" с постоянными настройками\n 58β†’- Π€Π»Π°Π³ ΠΊΠΎΠΌΠ°Π½Π΄Π½ΠΎΠΉ строки `--no-welcome` для пропуска\n 59β†’\n 60β†’**РСализация:**\n 61β†’- `NMWelcomeDialog` - МодальноС Π΄ΠΈΠ°Π»ΠΎΠ³ΠΎΠ²ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ, ΠΏΠΎΠΊΠ°Π·Ρ‹Π²Π°Π΅ΠΌΠΎΠ΅ ΠΏΡ€ΠΈ запускС\n 62β†’- Π˜Π½Ρ‚Π΅Π³Ρ€ΠΈΡ€ΠΎΠ²Π°Π½ΠΎ Π² ΠΏΠΎΡ‚ΠΎΠΊ запуска `main.cpp`\n 63β†’- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ QSettings для сохранСния настроСк\n 64β†’- Бтилизация Π² стилС Ρ‚Π΅ΠΌΠ½ΠΎΠΉ Ρ‚Π΅ΠΌΡ‹ Unreal\n 65β†’\n 66β†’## ΠžΡΠ½ΠΎΠ²Π½Ρ‹Π΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹\n 67β†’\n 68β†’### 1. Π¨ΠΈΠ½Π° событий (`QtEventBus`)\n 69β†’\n 70β†’Π¦Π΅Π½Ρ‚Ρ€Π°Π»ΡŒΠ½Π°Ρ систСма ΠΎΠ±ΠΌΠ΅Π½Π° сообщСниями для слабой связи ΠΌΠ΅ΠΆΠ΄Ρƒ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Π°ΠΌΠΈ.\n 71β†’\n 72β†’```cpp\n 73β†’// Π’ΠΈΠΏΡ‹ событий\n 74β†’enum class EditorEventType {\n 75β†’ SelectionChanged,\n 76β†’ PropertyChanged,\n 77β†’ GraphModified,\n 78β†’ ProjectLoaded,\n 79β†’ UndoRedoPerformed,\n 80β†’ PlayModeChanged,\n 81β†’ // ...\n 82β†’};\n 83β†’\n 84β†’// ΠŸΡ€ΠΈΠΌΠ΅Ρ€ использования\n 85β†’QtEventBus::instance().publish(SelectionChangedEvent{selectedIds});\n 86β†’QtEventBus::instance().subscribe<SelectionChangedEvent>([](const auto& e) {\n 87β†’ // ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° события\n 88β†’});\n 89β†’```\n 90β†’\n 91β†’### 2. БистСма Π²Ρ‹Π±ΠΎΡ€Π° (`QtSelectionManager`)\n 92β†’\n 93β†’Π¦Π΅Π½Ρ‚Ρ€Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ Π²Ρ‹Π±ΠΎΡ€ΠΎΠΌ Π²ΠΎ всСх панСлях.\n 94β†’\n 95β†’- ΠžΡ‚ΡΠ»Π΅ΠΆΠΈΠ²Π°Π΅Ρ‚ Π²Ρ‹Π±Ρ€Π°Π½Π½Ρ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ (ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ сцСны, ΡƒΠ·Π»Ρ‹ Π³Ρ€Π°Ρ„Π°, элСмСнты Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹, ассСты)\n 96β†’- ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΈΠ²Π°Π΅Ρ‚ мноТСствСнный Π²Ρ‹Π±ΠΎΡ€\n 97β†’- УвСдомляСт ΡΠ»ΡƒΡˆΠ°Ρ‚Π΅Π»Π΅ΠΉ Ρ‡Π΅Ρ€Π΅Π· ΡˆΠΈΠ½Ρƒ событий\n 98β†’- ΠŸΡ€Π΅Π΄ΠΎΡΡ‚Π°Π²Π»ΡΠ΅Ρ‚ ΠΈΡΡ‚ΠΎΡ€ΠΈΡŽ Π²Ρ‹Π±ΠΎΡ€Π° для Π½Π°Π²ΠΈΠ³Π°Ρ†ΠΈΠΈ\n 99β†’\n 100β†’### 3. БистСма ΠΊΠΎΠΌΠ°Π½Π΄ ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π° (`NMUndoManager`)\n 101β†’\n 102β†’Π¦Π΅Π½Ρ‚Ρ€Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΎΡ‚ΠΌΠ΅Π½ΠΎΠΉ/ΠΏΠΎΠ²Ρ‚ΠΎΡ€ΠΎΠΌ с использованиСм `QUndoStack` Qt.\n 103β†’\n 104β†’**ВозмоТности:**\n 105β†’- Π“Π»ΠΎΠ±Π°Π»ΡŒΠ½Ρ‹ΠΉ стСк ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π° для всСх ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°\n 106β†’- ΠŸΠ°Ρ‚Ρ‚Π΅Ρ€Π½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ‹ для ΠΎΠ±Ρ€Π°Ρ‚ΠΈΠΌΡ‹Ρ… дСйствий\n 107β†’- ОбъСдинСниС ΠΊΠΎΠΌΠ°Π½Π΄ для ΠΏΠ»Π°Π²Π½Ρ‹Ρ… ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ (Π½Π°ΠΏΡ€ΠΈΠΌΠ΅Ρ€, Π½Π΅ΠΏΡ€Π΅Ρ€Ρ‹Π²Π½Ρ‹Π΅ трансформации)\n 108β†’- Настройка Π»ΠΈΠΌΠΈΡ‚Π° ΠΎΡ‚ΠΌΠ΅Π½Ρ‹ (ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ: 100 ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ)\n 109β†’- ΠžΡ‚ΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΠ΅ чистого состояния для нСсохранСнных ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\n 110β†’- ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° макросов для Π³Ρ€ΡƒΠΏΠΏΠΈΡ€ΠΎΠ²ΠΊΠΈ ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ\n 111β†’- Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ с мСню/панСлью инструмСнтов Π³Π»Π°Π²Π½ΠΎΠ³ΠΎ ΠΎΠΊΠ½Π°\n 112β†’- ДинамичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ тСкста мСню\n 113β†’\n 114β†’**Π‘Π°Π·ΠΎΠ²Ρ‹Π΅ классы ΠΊΠΎΠΌΠ°Π½Π΄:**\n 115β†’- `PropertyChangeCommand` - ИзмСнСния Π·Π½Π°Ρ‡Π΅Π½ΠΈΠΉ свойств\n 116β†’- `AddObjectCommand` / `DeleteObjectCommand` - Π–ΠΈΠ·Π½Π΅Π½Π½Ρ‹ΠΉ Ρ†ΠΈΠΊΠ» ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n 117β†’- `TransformObjectCommand` - ΠŸΠΎΠ·ΠΈΡ†ΠΈΡ/Π²Ρ€Π°Ρ‰Π΅Π½ΠΈΠ΅/ΠΌΠ°ΡΡˆΡ‚Π°Π± (с объСдинСниСм)\n 118β†’- `CreateGraphNodeCommand` / `DeleteGraphNodeCommand` - Π£Π·Π»Ρ‹ Π³Ρ€Π°Ρ„Π° истории\n 119β†’- `ConnectGraphNodesCommand` - БоСдинСния ΡƒΠ·Π»ΠΎΠ²\n 120β†’\n 121β†’```cpp\n 122β†’class MoveNodeCommand : public QUndoCommand {\n 123β†’public:\n 124β†’ void undo() override;\n 125β†’ void redo() override;\n 126β†’ bool mergeWith(const QUndoCommand* other) override;\n 127β†’ int id() const override { return 1; }\n 128β†’};\n 129β†’\n 130β†’// ИспользованиС\n 131β†’NMUndoManager::instance().pushCommand(new PropertyChangeCommand(...));\n 132β†’```\n 133β†’\n 134β†’### 4. ΠœΠΎΡΡ‚ Play-In-Editor\n 135β†’\n 136→УправляСт встраиваниСм срСды выполнСния для ΠΏΡ€Π΅Π΄Π²Π°Ρ€ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΠ³ΠΎ просмотра Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… Π½ΠΎΠ²Π΅Π»Π» Π² Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π΅.\n 137β†’\n 138β†’## ДороТная ΠΊΠ°Ρ€Ρ‚Π° поэтапной Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ\n 139β†’\n 140β†’### Π€Π°Π·Π° 0 - Π€ΡƒΠ½Π΄Π°ΠΌΠ΅Π½Ρ‚\n 141β†’\n 142β†’**Π¦Π΅Π»ΠΈ:**\n 143β†’- ΠšΠ°Ρ€ΠΊΠ°Ρ прилоТСния с Qt6\n 144β†’- Π“Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ с Π΄ΠΎΠΊΠΈΠ½Π³ΠΎΠΌ\n 145β†’- БистСма Ρ‚Π΅ΠΌΡ‹/стиля (тСмная Ρ‚Π΅ΠΌΠ° Π² стилС Unreal)\n 146β†’- Π¨ΠΈΠ½Π° событий (базовая)\n 147β†’- БистСма Π²Ρ‹Π±ΠΎΡ€Π° (базовая)\n 148β†’\n 149β†’**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n 150β†’- `NMMainWindow : QMainWindow`\n 151β†’- `NMDockManager`\n 152β†’- `NMStyleManager`\n 153β†’- `QtEventBus`\n 154β†’- `QtSelectionManager`\n 155β†’\n 156β†’**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Qt:**\n 157β†’- `QMainWindow`\n 158β†’- `QDockWidget`\n 159β†’- `QApplication`\n 160β†’- Π’Π°Π±Π»ΠΈΡ†Ρ‹ стилСй Qt (QSS)\n 161β†’\n 162β†’**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n 163β†’- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ запускаСтся с пустым Π³Π»Π°Π²Π½Ρ‹ΠΌ ΠΎΠΊΠ½ΠΎΠΌ\n 164β†’- [x] Π€ΡƒΠ½ΠΊΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½Ρ‹ΠΉ Ρ„Ρ€Π΅ΠΉΠΌΠ²ΠΎΡ€ΠΊ Π΄ΠΎΠΊΠΈΠ½Π³Π°\n 165β†’- [x] ΠŸΡ€ΠΈΠΌΠ΅Π½Π΅Π½Π° тСмная Ρ‚Π΅ΠΌΠ°\n 166β†’- [x] Π¨ΠΈΠ½Π° событий ΠΌΠΎΠΆΠ΅Ρ‚ ΠΏΡƒΠ±Π»ΠΈΠΊΠΎΠ²Π°Ρ‚ΡŒ/ΠΏΠΎΠ΄ΠΏΠΈΡΡ‹Π²Π°Ρ‚ΡŒΡΡ Π½Π° события\n 167β†’- [x] БистСма Π²Ρ‹Π±ΠΎΡ€Π° отслСТиваСт Π±Π°Π·ΠΎΠ²Ρ‹ΠΉ Π²Ρ‹Π±ΠΎΡ€\n 168β†’- [x] Π­ΠΊΡ€Π°Π½ привСтствия/запуска с послСдними ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°ΠΌΠΈ ΠΈ шаблонами\n 169β†’\n 170β†’### Π€Π°Π·Π° 1 - ΠžΡΠ½ΠΎΠ²Π½Ρ‹Π΅ ΠΏΠ°Π½Π΅Π»ΠΈ (Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Ρ‡Ρ‚Π΅Π½ΠΈΠ΅)\n 171β†’\n 172β†’**Π¦Π΅Π»ΠΈ:**\n 173β†’- ПанСль SceneView (Ρ‚ΠΎΠ»ΡŒΠΊΠΎ ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅)\n 174β†’- ПанСль StoryGraph (Ρ‚ΠΎΠ»ΡŒΠΊΠΎ ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅)\n 175β†’- ПанСль Inspector (свойства Ρ‚ΠΎΠ»ΡŒΠΊΠΎ для чтСния)\n 176β†’- ПанСль Console (ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅ Π»ΠΎΠ³Π°)\n 177β†’\n 178β†’**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n 179β†’- `NMSceneViewPanel : NMDockPanel`\n 180β†’- `NMStoryGraphPanel : NMDockPanel`\n 181β†’- `NMInspectorPanel : NMDockPanel`\n 182β†’- `NMConsolePanel : NMDockPanel`\n 183β†’\n 184β†’**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Qt:**\n 185β†’- `QGraphicsView` / `QGraphicsScene`\n 186β†’- `QTreeView` / `QTreeWidget`\n 187β†’- `QListWidget`\n 188β†’- `QTextEdit`\n 189β†’\n 190β†’**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n 191β†’- [x] SceneView ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ сцСны (Π±Π΅Π· взаимодСйствия)\n 192β†’- [x] StoryGraph ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ ΡƒΠ·Π»Ρ‹ ΠΈ соСдинСния (Π±Π΅Π· рСдактирования)\n 193β†’- [x] Inspector ΠΏΠΎΠΊΠ°Π·Ρ‹Π²Π°Π΅Ρ‚ свойства Π²Ρ‹Π±Ρ€Π°Π½Π½ΠΎΠ³ΠΎ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°\n 194β†’- [x] Console ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ сообщСния Π»ΠΎΠ³Π°\n 195β†’- [x] Asset Browser с Ρ€Π°Π·Π΄Π΅Π»Π΅Π½Π½Ρ‹ΠΌ прСдставлСниСм Π΄Π΅Ρ€Π΅Π²Π°/списка\n 196β†’- [x] ПанСль Hierarchy с Ρ€Π°Π·Π²ΠΎΡ€Π°Ρ‡ΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ/сворачиваниСм\n 197β†’\n 198β†’### Π€Π°Π·Π° 2 - Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΡƒΠ΅ΠΌΠΎΠ΅ ядро\n 199β†’\n 200β†’**Π¦Π΅Π»ΠΈ:**\n 201β†’- Π’Ρ‹Π±ΠΎΡ€ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² Π²ΠΎ всСх панСлях\n 202β†’- Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ свойств Π² Inspector\n 203β†’- БистСма ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π°\n 204β†’- Π‘Π°Π·ΠΎΠ²ΠΎΠ΅ пСрСтаскиваниС\n 205β†’- Π‘Ρ€Π°ΡƒΠ·Π΅Ρ€ ассСтов (Π±Π°Π·ΠΎΠ²Ρ‹ΠΉ)\n 206β†’\n 207β†’**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n 208β†’- `NMAssetBrowserPanel : NMDockPanel`\n 209β†’- `NMPropertyEditor`\n 210β†’- `NMUndoManager`\n 211β†’- Π Π°Π·Π»ΠΈΡ‡Π½Ρ‹Π΅ подклассы `QUndoCommand`\n 212β†’\n 213β†’**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Qt:**\n 214β†’- `QUndoStack`\n 215β†’- `QMimeData` (пСрСтаскиваниС)\n 216β†’- ΠŸΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠ΅ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Ρ‹ свойств\n 217β†’\n 218β†’**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n 219β†’- [x] БистСма ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π° с QUndoStack\n 220β†’- [x] ΠŸΠ°Ρ‚Ρ‚Π΅Ρ€Π½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ‹ для всСх ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°\n 221β†’- [x] ΠžΡ‚ΠΌΠ΅Π½Π°/ΠΏΠΎΠ²Ρ‚ΠΎΡ€ ΠΈΠ½Ρ‚Π΅Π³Ρ€ΠΈΡ€ΠΎΠ²Π°Π½Ρ‹ с Π³Π»Π°Π²Π½Ρ‹ΠΌ ΠΎΠΊΠ½ΠΎΠΌ\n 222β†’- [ ] Клик для Π²Ρ‹Π±ΠΎΡ€Π° ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² (Ρ„Ρ€Π΅ΠΉΠΌΠ²ΠΎΡ€ΠΊ Π³ΠΎΡ‚ΠΎΠ²)\n 223β†’- [ ] ΠœΠ½ΠΎΠΆΠ΅ΡΡ‚Π²Π΅Π½Π½Ρ‹ΠΉ Π²Ρ‹Π±ΠΎΡ€ с Ctrl+Click (Ρ„Ρ€Π΅ΠΉΠΌΠ²ΠΎΡ€ΠΊ Π³ΠΎΡ‚ΠΎΠ²)\n 224β†’- [x] Inspector Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΡƒΠ΅Ρ‚ свойства (Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΡƒΠ΅ΠΌΡ‹Π΅ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Ρ‹)\n 225β†’- [x] АссСты ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡ€ΠΎΡΠΌΠ°Ρ‚Ρ€ΠΈΠ²Π°Ρ‚ΡŒ\n 226β†’\n 227β†’### Π€Π°Π·Π° 3 - ΠŸΡ€ΠΎΠ΄Π²ΠΈΠ½ΡƒΡ‚Ρ‹Π΅ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Ρ‹\n 228β†’\n 229β†’**Π¦Π΅Π»ΠΈ:**\n 230β†’- Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ ΡƒΠ·Π»ΠΎΠ² StoryGraph\n 231β†’- Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹\n 232β†’- Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ ΠΊΡ€ΠΈΠ²Ρ‹Ρ…\n 233β†’- ПанСль ΠΈΠ΅Ρ€Π°Ρ€Ρ…ΠΈΠΈ\n 234β†’\n 235β†’**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n 236β†’- `NMTimelinePanel : NMDockPanel`\n 237β†’- `NMCurveEditorPanel : NMDockPanel`\n 238β†’- `NMHierarchyPanel : NMDockPanel`\n 239β†’- `NMGraphNodeItem : QGraphicsItem`\n 240β†’- `NMGraphConnectionItem : QGraphicsItem`\n 241β†’\n 242β†’**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Qt:**\n 243β†’- ΠŸΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠ΅ подклассы `QGraphicsItem`\n 244β†’- `QTimeLine` (для Π°Π½ΠΈΠΌΠ°Ρ†ΠΈΠΉ)\n 245β†’- ΠŸΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΎΠ΅ рисованиС\n 246β†’\n 247β†’**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n 248β†’- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹ с мноТСствСнными Π΄ΠΎΡ€ΠΎΠΆΠΊΠ°ΠΌΠΈ\n 249β†’- [x] Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ воспроизвСдСниСм Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹ ΠΈ ΠΏΡ€ΠΎΠΊΡ€ΡƒΡ‚ΠΊΠ° ΠΊΠ°Π΄Ρ€ΠΎΠ²\n 250β†’- [x] Визуализация ΠΊΠ»ΡŽΡ‡Π΅Π²Ρ‹Ρ… ΠΊΠ°Π΄Ρ€ΠΎΠ²\n 251β†’- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ ΠΊΡ€ΠΈΠ²Ρ‹Ρ… с Ρ‚ΠΈΠΏΠ°ΠΌΠΈ интСрполяции\n 252β†’- [x] Визуализация сСтки ΠΈ отрисовка ΠΏΡƒΡ‚ΠΈ ΠΊΡ€ΠΈΠ²ΠΎΠΉ\n 253β†’- [x] Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅/ΡƒΠ΄Π°Π»Π΅Π½ΠΈΠ΅/соСдинСниС ΡƒΠ·Π»ΠΎΠ² Π² StoryGraph (Π€Π°Π·Π° 3.3)\n 254β†’- [ ] ΠŸΠ΅Ρ€Π΅Ρ‚Π°ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅ для пСрСупорядочивания Π² Hierarchy (Π€Π°Π·Π° 3.3 - будущая Ρ€Π°Π±ΠΎΡ‚Π°)\n 255β†’\n 256β†’### Π€Π°Π·Π° 4 - ΠŸΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡ‚Π²Π΅Π½Π½Ρ‹Π΅ инструмСнты\n 257β†’\n 258β†’**Π¦Π΅Π»ΠΈ:**\n 259β†’- ΠœΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ голоса\n 260β†’- ΠœΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ Π»ΠΎΠΊΠ°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ\n 261β†’- ПанСль диагностики\n 262β†’- Настройки сборки\n 263β†’\n 264β†’**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n 265β†’- `NMVoiceManagerPanel : NMDockPanel`\n 266β†’- `NMLocalizationPanel : NMDockPanel`\n 267β†’- `NMDiagnosticsPanel : NMDockPanel`\n 268β†’- `NMBuildSettingsPanel : NMDockPanel`\n 269β†’\n 270β†’**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n 271β†’- [x] ПанСль Voice Manager с элСмСнтами управлСния ΠΈΠΌΠΏΠΎΡ€Ρ‚ΠΎΠΌ/воспроизвСдСниСм\n 272β†’- [x] Бписок голосовых Ρ„Π°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΡ€Π΅Π΄Π²Π°Ρ€ΠΈΡ‚Π΅Π»ΡŒΠ½Ρ‹ΠΉ просмотр\n 273β†’- [x] ПанСль Localization Manager с Π²Ρ‹Π±ΠΎΡ€ΠΎΠΌ языка\n 274β†’- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ Ρ‚Π°Π±Π»ΠΈΡ†Ρ‹ строк для ΠΏΠ΅Ρ€Π΅Π²ΠΎΠ΄ΠΎΠ²\n 275β†’- [x] ПанСль Diagnostics с ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅ΠΌ ошибок/ΠΏΡ€Π΅Π΄ΡƒΠΏΡ€Π΅ΠΆΠ΄Π΅Π½ΠΈΠΉ\n 276β†’- [x] Π€ΠΈΠ»ΡŒΡ‚Ρ€Π°Ρ†ΠΈΡ диагностики ΠΏΠΎ Ρ‚ΠΈΠΏΡƒ\n 277β†’- [x] ПанСль Build Settings с Π²Ρ‹Π±ΠΎΡ€ΠΎΠΌ ΠΏΠ»Π°Ρ‚Ρ„ΠΎΡ€ΠΌΡ‹\n 278β†’- [x] ΠžΠΏΡ†ΠΈΠΈ ΠΊΠΎΠ½Ρ„ΠΈΠ³ΡƒΡ€Π°Ρ†ΠΈΠΈ сборки ΠΈ настройки Π²Ρ‹Π²ΠΎΠ΄Π°\n 279β†’\n 280β†’### Π€Π°Π·Π° 5 - Play-In-Editor\n 281β†’\n 282β†’**Π¦Π΅Π»ΠΈ:**\n 283β†’- ВстраиваниС срСды выполнСния\n 284β†’- ΠžΠ²Π΅Ρ€Π»Π΅ΠΉ ΠΎΡ‚Π»Π°Π΄ΠΊΠΈ\n 285β†’- Π’ΠΎΡ‡ΠΊΠΈ останова\n 286β†’- Π–ΠΈΠ²ΠΎΠΉ инспСктор ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Ρ…\n 287β†’\n 288β†’**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n 289β†’- `NMPlayModeController` - Π¦Π΅Π½Ρ‚Ρ€Π°Π»ΡŒΠ½Ρ‹ΠΉ ΠΊΠΎΠΎΡ€Π΄ΠΈΠ½Π°Ρ‚ΠΎΡ€ воспроизвСдСния/ΠΏΠ°ΡƒΠ·Ρ‹/остановки\n 290β†’- `NMPlayToolbarPanel` - UI управлСния воспроизвСдСниСм\n 291β†’- `NMDebugOverlayPanel` - Π˜Π½ΡΠΏΠ΅ΠΊΡ‚ΠΎΡ€ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Ρ… срСды выполнСния\n 292β†’- Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ Ρ‚ΠΎΡ‡Π΅ΠΊ останова Π² `NMGraphNodeItem`\n 293β†’\n 294β†’**Бтатус Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ (Π€Π°Π·Π° 5.0 - Runtime ΠΈΠ½Ρ‚Π΅Π³Ρ€ΠΈΡ€ΠΎΠ²Π°Π½): βœ… Π—ΠΠ’Π•Π Π¨Π•ΠΠž**\n 295β†’- [x] ΠšΠΎΠ½Ρ‚Ρ€ΠΎΠ»Π»Π΅Ρ€ Ρ€Π΅ΠΆΠΈΠΌΠ° воспроизвСдСния с ΠΊΠΎΠ½Π΅Ρ‡Π½Ρ‹ΠΌ Π°Π²Ρ‚ΠΎΠΌΠ°Ρ‚ΠΎΠΌ (Stopped/Playing/Paused)\n 296β†’- [x] ВстроСнный runtime host (ScriptRuntime + SceneGraph snapshot)\n 297β†’- [x] ПанСль инструмСнтов воспроизвСдСния с ΠΊΠ½ΠΎΠΏΠΊΠ°ΠΌΠΈ Play/Pause/Stop/Step\n 298β†’- [x] ГорячиС клавиши (F5=Play, F6=Pause, F7=Stop, F10=Step)\n 299β†’- [x] ПанСль овСрлСя ΠΎΡ‚Π»Π°Π΄ΠΊΠΈ с 6 Π²ΠΊΠ»Π°Π΄ΠΊΠ°ΠΌΠΈ (Variables/CallStack/Instruction/Animations/Audio/Performance)\n 300β†’- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Ρ… ΠΏΡ€ΠΈ ΠΏΠ°ΡƒΠ·Π΅ (Π΄Π²ΠΎΠΉΠ½ΠΎΠΉ ΠΊΠ»ΠΈΠΊ для рСдактирования)\n 301β†’- [x] БистСма управлСния Ρ‚ΠΎΡ‡ΠΊΠ°ΠΌΠΈ останова (Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅/ΡƒΠ΄Π°Π»Π΅Π½ΠΈΠ΅/ΠΏΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡Π΅Π½ΠΈΠ΅/сохранСниС)\n 302β†’- [x] Π‘ΠΎΡ…Ρ€Π°Π½Π΅Π½ΠΈΠ΅/Π·Π°Π³Ρ€ΡƒΠ·ΠΊΠ° состояния (слоты + Π°Π²Ρ‚ΠΎ-сСйв)\n 303β†’- [x] Qt сигналы/слоты для всСх ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ состояния\n 304β†’- [x] **Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ ΠΈΠ½Π΄ΠΈΠΊΠ°Ρ‚ΠΎΡ€Ρ‹ Ρ‚ΠΎΡ‡Π΅ΠΊ останова Π² StoryGraph (красный ΠΊΡ€ΡƒΠ³ с 3D эффСктом)**\n 305β†’- [x] **ΠŸΠΎΠ΄ΡΠ²Π΅Ρ‚ΠΊΠ° Ρ‚Π΅ΠΊΡƒΡ‰Π΅Π³ΠΎ ΡƒΠ·Π»Π° Π²ΠΎ врСмя воспроизвСдСния (ΠΏΡƒΠ»ΡŒΡΠΈΡ€ΡƒΡŽΡ‰Π΅Π΅ Π·Π΅Π»Π΅Π½ΠΎΠ΅ свСчСниС + стрСлка выполнСния)**\n 306β†’- [x] **ΠšΠΎΠ½Ρ‚Π΅ΠΊΡΡ‚Π½ΠΎΠ΅ мСню для ΠΏΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡Π΅Π½ΠΈΡ Ρ‚ΠΎΡ‡ΠΊΠΈ останова (ΠΏΡ€Π°Π²Ρ‹ΠΉ ΠΊΠ»ΠΈΠΊ Π½Π° ΡƒΠ·Π»Π΅)**\n 307β†’- [x] **Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ Π² Π³Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ (ΠΏΠ°Π½Π΅Π»ΠΈ ΠΏΡ€ΠΈΠΊΡ€Π΅ΠΏΠ»Π΅Π½Ρ‹ ΠΈ зарСгистрированы)**\n 308β†’- [x] **АвтоцСнтрированиС Π½Π° Ρ‚Π΅ΠΊΡƒΡ‰Π΅ΠΌ выполняСмом ΡƒΠ·Π»Π΅**\n 309β†’\n 310β†’**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ (Π€Π°Π·Π° 5.0): βœ… Π’Π‘Π• Π—ΠΠ’Π•Π Π¨Π•ΠΠž**\n 311β†’- [x] МоТно Π²ΠΎΡΠΏΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚ΡŒ ΡƒΠ·Π»Ρ‹ Ρ‡Π΅Ρ€Π΅Π· встроСнный runtime\n 312β†’- [x] ΠžΠ²Π΅Ρ€Π»Π΅ΠΉ ΠΎΡ‚Π»Π°Π΄ΠΊΠΈ ΠΏΠΎΠΊΠ°Π·Ρ‹Π²Π°Π΅Ρ‚ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅ срСды выполнСния ΠΈ стСк Π²Ρ‹Π·ΠΎΠ²ΠΎΠ²\n 313β†’- [x] МоТно Π΄ΠΎΠ±Π°Π²Π»ΡΡ‚ΡŒ/ΡƒΠ΄Π°Π»ΡΡ‚ΡŒ Ρ‚ΠΎΡ‡ΠΊΠΈ останова ΠΏΡ€ΠΎΠ³Ρ€Π°ΠΌΠΌΠ½ΠΎ\n 314β†’- [x] МоТно ΠΏΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡Π°Ρ‚ΡŒ Ρ‚ΠΎΡ‡ΠΊΠΈ останова Ρ‡Π΅Ρ€Π΅Π· UI (контСкстноС мСню)\n 315β†’- [x] Π–ΠΈΠ²Ρ‹Π΅ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅ Π²ΠΈΠ΄ΠΈΠΌΡ‹ ΠΈ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΡƒΠ΅ΠΌΡ‹ Π²ΠΎ врСмя ΠΏΠ°ΡƒΠ·Ρ‹\n 316β†’- [x] Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Π°Ρ обратная связь для Ρ‚ΠΎΡ‡Π΅ΠΊ останова ΠΈ состояния выполнСния\n 317β†’- [x] ΠŸΡ€ΠΎΡ„Π΅ΡΡΠΈΠΎΠ½Π°Π»ΡŒΠ½Ρ‹Π΅ горячиС клавиши, ΡΠΎΠΎΡ‚Π²Π΅Ρ‚ΡΡ‚Π²ΡƒΡŽΡ‰ΠΈΠ΅ отраслСвым инструмСнтам\n 318β†’\n 319β†’**Будущая Ρ€Π°Π±ΠΎΡ‚Π° (Π€Π°Π·Π° 5.1+):**\n 320β†’- [ ] Бинхронизация воспроизвСдСния Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹\n 321β†’- [ ] Горячая ΠΏΠ΅Ρ€Π΅Π·Π°Π³Ρ€ΡƒΠ·ΠΊΠ° Π²ΠΎ врСмя Ρ€Π΅ΠΆΠΈΠΌΠ° воспроизвСдСния\n 322β†’- [ ] ΠŸΡ€ΠΎΠ΄Π²ΠΈΠ½ΡƒΡ‚Π°Ρ ΠΎΡ‚Π»Π°Π΄ΠΊΠ° (условныС Ρ‚ΠΎΡ‡ΠΊΠΈ останова, выраТСния отслСТивания)\n 323β†’\n 324β†’### Π€Π°Π·Π° 5.5 - Scene Management System\n 325β†’\n 326β†’**Π¦Π΅Π»ΠΈ:**\n 327β†’- Π¦Π΅Π½Ρ‚Ρ€Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ сцСнами\n 328β†’- АвтоматичСская синхронизация ΠΌΠ΅ΠΆΠ΄Ρƒ панСлями\n 329β†’- БистСма шаблонов для быстрого создания сцСн\n 330β†’- Валидация ссылок Π½Π° сцСны\n 331β†’\n 332β†’**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n 333β†’- `SceneRegistry` - Π¦Π΅Π½Ρ‚Ρ€Π°Π»ΡŒΠ½Ρ‹ΠΉ рССстр всСх сцСн Π² ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π΅\n 334β†’- `SceneTemplateManager` - Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ шаблонами сцСн\n 335β†’- `SceneMediator` - ΠšΠΎΠΎΡ€Π΄ΠΈΠ½Π°Ρ†ΠΈΡ ΠΌΠ΅ΠΆΠ΄Ρƒ Scene Registry ΠΈ панСлями\n 336β†’- `NMSceneIdPicker` - Π’ΠΈΠ΄ΠΆΠ΅Ρ‚ Π²Ρ‹Π±ΠΎΡ€Π° сцСны Π² Inspector\n 337β†’- `SceneRegistryMediator` - ΠŸΡ€Π΅ΠΎΠ±Ρ€Π°Π·ΠΎΠ²Π°Π½ΠΈΠ΅ Qt сигналов Π² EventBus события\n 338β†’\n 339β†’**Бтатус Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ (Π€Π°Π·Π° 5.5): βœ… Π—ΠΠ’Π•Π Π¨Π•ΠΠž**\n 340β†’\n 341β†’#### Scene Registry System (PR #217, #210)\n 342β†’- [x] РСгистрация ΠΈ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ сцСнами с ΡƒΠ½ΠΈΠΊΠ°Π»ΡŒΠ½Ρ‹ΠΌΠΈ ID\n 343β†’- [x] API ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹: registerScene, renameScene, renameSceneId, deleteScene\n 344β†’- [x] ΠžΡ‚ΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΠ΅ кросс-ссылок (ΠΊΠ°ΠΊΠΈΠ΅ ΡƒΠ·Π»Ρ‹ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽΡ‚ ΠΊΠ°ΠΊΠΈΠ΅ сцСны)\n 345β†’- [x] ΠžΠ±Π½Π°Ρ€ΡƒΠΆΠ΅Π½ΠΈΠ΅ orphaned .nmscene Ρ„Π°ΠΉΠ»ΠΎΠ² (Π½Π΅ зарСгистрированныС)\n 346β†’- [x] ΠžΠ±Π½Π°Ρ€ΡƒΠΆΠ΅Π½ΠΈΠ΅ invalid references (зарСгистрированныС Π±Π΅Π· Ρ„Π°ΠΉΠ»Π°)\n 347β†’- [x] ГСнСрация ΠΈ ΠΊΡΡˆΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ thumbnails\n 348β†’- [x] Qt сигналы ΠΆΠΈΠ·Π½Π΅Π½Π½ΠΎΠ³ΠΎ Ρ†ΠΈΠΊΠ»Π° сцСн (registered, renamed, unregistered, idChanged)\n 349β†’- [x] JSON persistence для ΠΌΠ΅Ρ‚Π°Π΄Π°Π½Π½Ρ‹Ρ… ΠΈ ссылок\n 350β†’- [x] SceneMediator для ΠΊΠΎΠΎΡ€Π΄ΠΈΠ½Π°Ρ†ΠΈΠΈ с панСлями\n 351β†’\n 352β†’#### Scene Template System (PR #222)\n 353β†’- [x] SceneTemplateManager для Π·Π°Π³Ρ€ΡƒΠ·ΠΊΠΈ ΠΈ инстанцирования шаблонов\n 354β†’- [x] 5 встроСнных шаблонов:\n 355β†’ - Empty Scene (пустой холст)\n 356β†’ - Dialogue Scene (Ρ„ΠΎΠ½ + 2 пСрсонаТа + Π΄ΠΈΠ°Π»ΠΎΠ³ΠΎΠ²ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ)\n 357β†’ - Choice Scene (Ρ„ΠΎΠ½ + пСрсонаТ + мСню Π²Ρ‹Π±ΠΎΡ€Π°)\n 358β†’ - Cutscene (полноэкранный Ρ„ΠΎΠ½)\n 359β†’ - Title Screen (Ρ„ΠΎΠ½ + Π»ΠΎΠ³ΠΎ + ΠΊΠ½ΠΎΠΏΠΊΠΈ мСню)\n 360β†’- [x] ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΡ… шаблонов (сохранСниС сцСн ΠΊΠ°ΠΊ templates)\n 361β†’- [x] NMNewSceneDialog с Π²Ρ‹Π±ΠΎΡ€ΠΎΠΌ шаблона ΠΈ preview\n 362β†’- [x] ΠšΠ°Ρ‚Π΅Π³ΠΎΡ€ΠΈΠ·Π°Ρ†ΠΈΡ шаблонов (Standard, Visual Novel, Cinematic, Menu)\n 363β†’- [x] ΠœΠ΅Ρ‚Π°Π΄Π°Π½Π½Ρ‹Π΅ шаблонов (name, description, category, tags, author, version)\n 364β†’\n 365β†’#### Scene-Story Graph Auto-Sync (PR #224, #219)\n 366β†’- [x] АвтоматичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ thumbnails Π² Story Graph ΠΏΡ€ΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ сцСн\n 367β†’- [x] АвтоматичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π½Π°Π·Π²Π°Π½ΠΈΠΉ ΡƒΠ·Π»ΠΎΠ² ΠΏΡ€ΠΈ ΠΏΠ΅Ρ€Π΅ΠΈΠΌΠ΅Π½ΠΎΠ²Π°Π½ΠΈΠΈ сцСн\n 368β†’- [x] АвтоматичСская ΠΏΠΎΠΌΠ΅Ρ‚ΠΊΠ° orphaned references ΠΏΡ€ΠΈ ΡƒΠ΄Π°Π»Π΅Π½ΠΈΠΈ сцСн\n 369β†’- [x] EventBus события: SceneThumbnailUpdated, SceneRenamed, SceneDeleted\n 370β†’- [x] SceneRegistryMediator для ΠΊΠΎΠ½Π²Π΅Ρ€Ρ‚Π°Ρ†ΠΈΠΈ Qt signals β†’ EventBus events\n 371β†’- [x] Story Graph подписки Π½Π° события для обновлСния UI\n 372β†’- [x] Scene View эмиссия SceneDocumentModifiedEvent послС сохранСния\n 373β†’\n 374β†’#### Scene ID Picker Widget (PR #218)\n 375β†’- [x] NMSceneIdPicker Π²ΠΈΠ΄ΠΆΠ΅Ρ‚ Π² Inspector ΠΏΠ°Π½Π΅Π»ΠΈ\n 376β†’- [x] Dropdown со всСми зарСгистрированными сцСнами\n 377β†’- [x] Preview thumbnail с ΠΌΠ΅Ρ‚Π°Π΄Π°Π½Π½Ρ‹ΠΌΠΈ (name, path, last modified)\n 378β†’- [x] Validation state indicator (βœ“ valid / ⚠ invalid)\n 379β†’- [x] Quick action buttons: Create New, Edit Scene, Locate\n 380β†’- [x] АвтоматичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ ΠΏΡ€ΠΈ измСнСниях Π² SceneRegistry\n 381β†’- [x] Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ Π² Inspector ΠΏΡ€ΠΈ Π²Ρ‹Π±ΠΎΡ€Π΅ Scene ΡƒΠ·Π»Π°\n 382β†’\n 383β†’#### Scene Reference Validation (PR #221)\n 384β†’- [x] Валидация всСх ссылок Π½Π° сцСны ΠΏΠ΅Ρ€Π΅Π΄ Play Ρ€Π΅ΠΆΠΈΠΌΠΎΠΌ\n 385β†’- [x] ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΊΠ° сущСствования .nmscene Ρ„Π°ΠΉΠ»ΠΎΠ²\n 386β†’- [x] ΠžΠ±Π½Π°Ρ€ΡƒΠΆΠ΅Π½ΠΈΠ΅ empty scene IDs\n 387β†’- [x] Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ ΠΈΠ½Π΄ΠΈΠΊΠ°Ρ‚ΠΎΡ€Ρ‹ ошибок (красный ΠΊΡ€ΡƒΠΆΠΎΠΊ с X)\n 388β†’- [x] Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ ΠΈΠ½Π΄ΠΈΠΊΠ°Ρ‚ΠΎΡ€Ρ‹ ΠΏΡ€Π΅Π΄ΡƒΠΏΡ€Π΅ΠΆΠ΄Π΅Π½ΠΈΠΉ (ΠΎΡ€Π°Π½ΠΆΠ΅Π²Ρ‹ΠΉ ΠΊΡ€ΡƒΠΆΠΎΠΊ с !)\n 389β†’- [x] Tooltip сообщСния с дСталями ошибок\n 390β†’- [x] АвтоматичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π²Π°Π»ΠΈΠ΄Π°Ρ†ΠΈΠΈ ΠΏΡ€ΠΈ rebuild Π³Ρ€Π°Ρ„Π°\n 391β†’- [x] Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ Π² validateGraph() workflow\n 392β†’\n 393β†’**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ (Π€Π°Π·Π° 5.5): βœ… Π’Π‘Π• Π—ΠΠ’Π•Π Π¨Π•ΠΠž**\n 394β†’- [x] Scene Registry отслСТиваСт всС сцСны ΠΈ ΠΈΡ… использованиС\n 395β†’- [x] Scene Templates ΡƒΡΠΊΠΎΡ€ΡΡŽΡ‚ созданиС Ρ‚ΠΈΠΏΠΎΠ²Ρ‹Ρ… сцСн\n 396β†’- [x] Story Graph автоматичСски синхронизируСтся с измСнСниями сцСн\n 397β†’- [x] Inspector прСдоставляСт ΡƒΠ΄ΠΎΠ±Π½Ρ‹ΠΉ UI для Π²Ρ‹Π±ΠΎΡ€Π° сцСн\n 398β†’- [x] ΠΠ΅Π΄Π΅ΠΉΡΡ‚Π²ΠΈΡ‚Π΅Π»ΡŒΠ½Ρ‹Π΅ ссылки Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½ΠΎ ΠΎΠ±ΠΎΠ·Π½Π°Ρ‡Π΅Π½Ρ‹ с ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠΉ ΠΈΠ½Ρ„ΠΎΡ€ΠΌΠ°Ρ†ΠΈΠ΅ΠΉ\n 399β†’- [x] ВсС измСнСния ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ Π² project files\n 400β†’\n 401β†’**Будущая Ρ€Π°Π±ΠΎΡ‚Π° (Π€Π°Π·Π° 5.6+):**\n 402β†’- [ ] Quick Fix Actions (Create Scene, Remove Reference, Browse)\n 403β†’- [ ] Diagnostics Panel интСграция для Ρ†Π΅Π½Ρ‚Ρ€Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½Ρ‹Ρ… ошибок\n 404β†’- [ ] Circular reference detection Π² Story Graph\n 405β†’- [ ] Thumbnail автоматичСская рСгСнСрация ΠΏΡ€ΠΈ ΠΌΠΎΠ΄ΠΈΡ„ΠΈΠΊΠ°Ρ†ΠΈΠΈ сцСн\n 406β†’\n 407β†’## Π‘ΠΏΠ΅Ρ†ΠΈΡ„ΠΈΠΊΠ°Ρ†ΠΈΠΈ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ\n 408β†’\n 409β†’### Π“Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ + Π”ΠΎΠΊΠΈΠ½Π³\n 410β†’\n 411β†’Π“Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QMainWindow` с `QDockWidget` для всСх ΠΏΠ°Π½Π΅Π»Π΅ΠΉ. ΠœΠ°ΠΊΠ΅Ρ‚ сохраняСтся/восстанавливаСтся Ρ‡Π΅Ρ€Π΅Π· `QSettings`.\n 412β†’\n 413β†’```cpp\n 414β†’class NMMainWindow : public QMainWindow {\n 415β†’ Q_OBJECT\n 416β†’public:\n 417β†’ void saveLayout();\n 418β†’ void restoreLayout();\n 419β†’ void resetToDefaultLayout();\n 420β†’\n 421β†’private:\n 422β†’ QMenuBar* m_menuBar;\n 423β†’ QToolBar* m_mainToolBar;\n 424β†’ QStatusBar* m_statusBar;\n 425β†’ // ПанСли Π΄ΠΎΠΊΠΈΠ½Π³Π°\n 426β†’ NMSceneViewPanel* m_sceneView;\n 427β†’ NMStoryGraphPanel* m_storyGraph;\n 428β†’ // ...\n 429β†’};\n 430β†’```\n 431β†’\n 432β†’### ПанСль SceneView\n 433β†’\n 434β†’ΠžΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ сцСну Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½ΠΎΠΉ Π½ΠΎΠ²Π΅Π»Π»Ρ‹ с ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°ΠΌΠΈ, Ρ„ΠΎΠ½Π°ΠΌΠΈ ΠΈ пСрсонаТами.\n 435β†’\n 436β†’- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QGraphicsView` с ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΎΠΉ `QGraphicsScene`\n 437β†’- ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΈΠ²Π°Π΅Ρ‚ ΠΏΠ°Π½ΠΎΡ€Π°ΠΌΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ (срСдняя ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡ‹ΡˆΠΈ) ΠΈ ΠΌΠ°ΡΡˆΡ‚Π°Π±ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ (колСсико ΠΏΡ€ΠΎΠΊΡ€ΡƒΡ‚ΠΊΠΈ)\n 438β†’- НалоТСниС сСтки (ΠΎΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ)\n 439β†’- ΠŸΡ€ΡΠΌΠΎΡƒΠ³ΠΎΠ»ΡŒΠ½ΠΈΠΊΠΈ Π²Ρ‹Π±ΠΎΡ€Π° ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n 440β†’- Π“ΠΈΠ·ΠΌΠΎ трансформации (Π€Π°Π·Π° 2+)\n 441β†’\n 442β†’### ПанСль StoryGraph\n 443β†’\n 444β†’Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… скриптов Π½Π° основС ΡƒΠ·Π»ΠΎΠ².\n 445β†’\n 446β†’- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QGraphicsView` с ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠΌΠΈ элСмСнтами ΡƒΠ·Π»ΠΎΠ²\n 447β†’- ΠŸΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠ΅ `QGraphicsItem` для ΡƒΠ·Π»ΠΎΠ²\n 448β†’- БоСдинСния ΠΊΡ€ΠΈΠ²Ρ‹ΠΌΠΈ Π‘Π΅Π·ΡŒΠ΅\n 449β†’- Мини-ΠΊΠ°Ρ€Ρ‚Π° (ΠΎΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ)\n 450β†’- ΠŸΠ°Π»ΠΈΡ‚Ρ€Π° ΡƒΠ·Π»ΠΎΠ² для создания Π½ΠΎΠ²Ρ‹Ρ… ΡƒΠ·Π»ΠΎΠ²\n 451β†’\n 452β†’### ПанСль Inspector\n 453β†’\n 454β†’Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ свойств для Π²Ρ‹Π±Ρ€Π°Π½Π½Ρ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ².\n 455β†’\n 456β†’- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QScrollArea` с Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Π°ΠΌΠΈ свойств\n 457β†’- Π“Ρ€ΡƒΠΏΠΏΡ‹ свойств (сворачиваСмыС)\n 458β†’- Π Π°Π·Π»ΠΈΡ‡Π½Ρ‹Π΅ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Ρ‹: тСкст, число, Ρ†Π²Π΅Ρ‚, Π²Ρ‹ΠΏΠ°Π΄Π°ΡŽΡ‰ΠΈΠΉ список, Π²Ρ‹Π±ΠΎΡ€ Ρ„Π°ΠΉΠ»Π°\n 459β†’- Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ Π½Π΅ΡΠΊΠΎΠ»ΡŒΠΊΠΈΡ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² (ΠΎΠ±Ρ‰ΠΈΠ΅ свойства)\n 460β†’\n 461β†’### ПанСль Console\n 462β†’\n 463β†’Π’Ρ‹Π²ΠΎΠ΄ Π»ΠΎΠ³Π° ΠΈ Π²Π²ΠΎΠ΄ ΠΊΠΎΠΌΠ°Π½Π΄.\n 464β†’\n 465β†’- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QTextEdit` (Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Ρ‡Ρ‚Π΅Π½ΠΈΠ΅) для отобраТСния Π»ΠΎΠ³Π°\n 466β†’- Кнопки Ρ„ΠΈΠ»ΡŒΡ‚Ρ€Π° (Info, Warning, Error)\n 467β†’- Кнопка очистки\n 468β†’- ΠžΠΏΡ†ΠΈΡ Π°Π²Ρ‚ΠΎΠΏΡ€ΠΎΠΊΡ€ΡƒΡ‚ΠΊΠΈ\n 469β†’- ПолС Π²Π²ΠΎΠ΄Π° поиска/Ρ„ΠΈΠ»ΡŒΡ‚Ρ€Π°\n 470β†’\n 471β†’## Руководство ΠΏΠΎ ΡΡ‚ΠΈΠ»ΡŽ\n 472β†’\n 473β†’### ЦвСтовая ΠΏΠ°Π»ΠΈΡ‚Ρ€Π° (тСмная Ρ‚Π΅ΠΌΠ° Π² стилС Unreal)\n 474β†’\n 475β†’```css\n 476β†’/* Π¦Π²Π΅Ρ‚Π° Ρ„ΠΎΠ½Π° */\n 477β†’--bg-darkest: #1a1a1a; /* Основной Ρ„ΠΎΠ½ */\n 478β†’--bg-dark: #232323; /* Π€ΠΎΠ½ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ */\n 479β†’--bg-medium: #2d2d2d; /* Π€ΠΎΠ½ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚ΠΎΠ² */\n 480β†’--bg-light: #383838; /* Бостояния ΠΏΡ€ΠΈ Π½Π°Π²Π΅Π΄Π΅Π½ΠΈΠΈ */\n 481β†’\n 482β†’/* Π¦Π²Π΅Ρ‚Π° тСкста */\n 483β†’--text-primary: #e0e0e0; /* Основной тСкст */\n 484β†’--text-secondary: #a0a0a0; /* Π’Ρ‚ΠΎΡ€ΠΈΡ‡Π½Ρ‹ΠΉ тСкст */\n 485β†’--text-disabled: #606060; /* ΠžΡ‚ΠΊΠ»ΡŽΡ‡Π΅Π½Π½Ρ‹ΠΉ тСкст */\n 486β†’\n 487β†’/* АкцСнтныС Ρ†Π²Π΅Ρ‚Π° */\n 488β†’--accent-primary: #0078d4; /* Π’Ρ‹Π±ΠΎΡ€, фокус */\n 489β†’--accent-hover: #1a88e0; /* БостояниС ΠΏΡ€ΠΈ Π½Π°Π²Π΅Π΄Π΅Π½ΠΈΠΈ */\n 490β†’--accent-active: #006cbd; /* АктивноС состояниС */\n 491β†’\n 492β†’/* Π¦Π²Π΅Ρ‚Π° статуса */\n 493β†’--error: #f44336;\n 494β†’--warning: #ff9800;\n 495β†’--success: #4caf50;\n 496β†’--info: #2196f3;\n 497β†’\n 498β†’/* Π¦Π²Π΅Ρ‚Π° Π³Ρ€Π°Π½ΠΈΡ† */\n 499β†’--border-dark: #1a1a1a;\n 500β†’--border-light: #404040;\n 501β†’```\n 502β†’\n 503β†’### Π’ΠΈΠΏΠΎΠ³Ρ€Π°Ρ„ΠΈΠΊΠ°\n 504β†’\n 505β†’- **БСмСйство ΡˆΡ€ΠΈΡ„Ρ‚ΠΎΠ²**: Segoe UI (Windows), Ubuntu (Linux), систСмный ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\n 506β†’- **Π‘Π°Π·ΠΎΠ²Ρ‹ΠΉ Ρ€Π°Π·ΠΌΠ΅Ρ€**: 9pt (11px ΠΏΡ€ΠΈ 96 DPI)\n 507β†’- **Π—Π°Π³ΠΎΠ»ΠΎΠ²ΠΊΠΈ**: 10-12pt, ΠΏΠΎΠ»ΡƒΠΆΠΈΡ€Π½Ρ‹ΠΉ\n 508β†’- **ΠœΠΎΠ½ΠΎΡˆΠΈΡ€ΠΈΠ½Π½Ρ‹ΠΉ**: Consolas, Ubuntu Mono (для ΠΊΠΎΠ΄Π°/консоли)\n 509β†’\n 510β†’### ΠžΡ‚ΡΡ‚ΡƒΠΏΡ‹\n 511β†’\n 512β†’- **ΠžΡ‚ΡΡ‚ΡƒΠΏΡ‹ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ**: 4px\n 513β†’- **РасстояниС ΠΌΠ΅ΠΆΠ΄Ρƒ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Π°ΠΌΠΈ**: 4px\n 514β†’- **РасстояниС ΠΌΠ΅ΠΆΠ΄Ρƒ Π³Ρ€ΡƒΠΏΠΏΠ°ΠΌΠΈ**: 8px\n 515β†’- **РасстояниС ΠΌΠ΅ΠΆΠ΄Ρƒ сСкциями**: 16px\n 516β†’\n 517β†’### ПовСдСниС ΠΏΠ°Π½Π΅Π»Π΅ΠΉ\n 518β†’\n 519β†’- ПанСли ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡ€ΠΈΠΊΡ€Π΅ΠΏΠΈΡ‚ΡŒ ΠΊ Π»ΡŽΠ±ΠΎΠΌΡƒ ΠΊΡ€Π°ΡŽ\n 520β†’- ПанСли ΠΌΠΎΠΆΠ½ΠΎ Π³Ρ€ΡƒΠΏΠΏΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ Π²ΠΊΠ»Π°Π΄ΠΊΠ°ΠΌΠΈ с Π΄Ρ€ΡƒΠ³ΠΈΠΌΠΈ панСлями\n 521β†’- ПанСли ΠΌΠΎΠ³ΡƒΡ‚ Π±Ρ‹Ρ‚ΡŒ ΠΎΡ‚Π΄Π΅Π»Π΅Π½Ρ‹ ΠΊΠ°ΠΊ ΠΎΡ‚Π΄Π΅Π»ΡŒΠ½Ρ‹Π΅ ΠΎΠΊΠ½Π°\n 522β†’- ПанСли Π·Π°ΠΏΠΎΠΌΠΈΠ½Π°ΡŽΡ‚ свой Ρ€Π°Π·ΠΌΠ΅Ρ€ ΠΈ ΠΏΠΎΠ·ΠΈΡ†ΠΈΡŽ\n 523β†’- Π”Π²ΠΎΠΉΠ½ΠΎΠΉ ΠΊΠ»ΠΈΠΊ Π½Π° Π·Π°Π³ΠΎΠ»ΠΎΠ²ΠΊΠ΅ для отдСлСния/прикрСплСния\n 524β†’\n 525β†’### Бостояния Π²ΠΈΠ΄ΠΆΠ΅Ρ‚ΠΎΠ²\n 526β†’\n 527→ВсС ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Π΅ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Ρ‹ ΠΈΠΌΠ΅ΡŽΡ‚ Ρ€Π°Π·Π»ΠΈΡ‡ΠΈΠΌΡ‹Π΅ Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ состояния:\n 528β†’\n 529β†’- **ΠΠΎΡ€ΠΌΠ°Π»ΡŒΠ½ΠΎΠ΅**: Π’Π½Π΅ΡˆΠ½ΠΈΠΉ Π²ΠΈΠ΄ ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\n 530β†’- **НавСдСниС**: Π‘Π»Π΅Π³ΠΊΠ° свСтлСС Ρ„ΠΎΠ½\n 531β†’- **НаТато/Активно**: ΠŸΠΎΠ΄ΡΠ²Π΅Ρ‚ΠΊΠ° Π°ΠΊΡ†Π΅Π½Ρ‚Π½Ρ‹ΠΌ Ρ†Π²Π΅Ρ‚ΠΎΠΌ\n 532β†’- **Ѐокус**: Π“Ρ€Π°Π½ΠΈΡ†Π° Π°ΠΊΡ†Π΅Π½Ρ‚Π½ΠΎΠ³ΠΎ Ρ†Π²Π΅Ρ‚Π°\n 533β†’- **ΠžΡ‚ΠΊΠ»ΡŽΡ‡Π΅Π½ΠΎ**: УмСньшСнная Π½Π΅ΠΏΡ€ΠΎΠ·Ρ€Π°Ρ‡Π½ΠΎΡΡ‚ΡŒ, сСрый тСкст\n 534β†’- **Π’Ρ‹Π±Ρ€Π°Π½ΠΎ**: Π€ΠΎΠ½ Π°ΠΊΡ†Π΅Π½Ρ‚Π½ΠΎΠ³ΠΎ Ρ†Π²Π΅Ρ‚Π°\n 535β†’\n 536β†’### Иконки\n 537β†’\n 538β†’- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ SVG ΠΈΠΊΠΎΠ½ΠΊΠΈ для ΠΌΠ°ΡΡˆΡ‚Π°Π±ΠΈΡ€ΡƒΠ΅ΠΌΠΎΡΡ‚ΠΈ\n 539β†’- Π Π°Π·ΠΌΠ΅Ρ€ ΠΈΠΊΠΎΠ½ΠΎΠΊ: 16x16 (панСль инструмСнтов), 24x24 (ΠΊΡ€ΡƒΠΏΠ½Ρ‹Π΅ дСйствия)\n 540β†’- ΠœΠΎΠ½ΠΎΡ…Ρ€ΠΎΠΌΠ½Ρ‹Π΅ ΠΈΠΊΠΎΠ½ΠΊΠΈ с Π°ΠΊΡ†Π΅Π½Ρ‚Π½Ρ‹ΠΌ Ρ†Π²Π΅Ρ‚ΠΎΠΌ для Π°ΠΊΡ‚ΠΈΠ²Π½ΠΎΠ³ΠΎ состояния\n 541β†’\n 542β†’## Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° Ρ„Π°ΠΉΠ»ΠΎΠ²\n 543β†’\n 544β†’```\n 545β†’editor/\n 546β†’β”œβ”€β”€ include/NovelMind/editor/\n 547β†’β”‚ β”œβ”€β”€ qt/ # Qt-спСцифичныС Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ\n 548β†’β”‚ β”‚ β”œβ”€β”€ nm_main_window.hpp\n 549β†’β”‚ β”‚ β”œβ”€β”€ nm_dock_panel.hpp\n 550β†’β”‚ β”‚ β”œβ”€β”€ nm_style_manager.hpp\n 551β†’β”‚ β”‚ β”œβ”€β”€ qt_event_bus.hpp\n 552β†’β”‚ β”‚ β”œβ”€β”€ qt_selection_manager.hpp\n 553β†’β”‚ β”‚ β”œβ”€β”€ panels/\n 554β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_scene_view_panel.hpp\n 555β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_story_graph_panel.hpp\n 556β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_inspector_panel.hpp\n 557β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_console_panel.hpp\n 558β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_asset_browser_panel.hpp\n 559β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_hierarchy_panel.hpp\n 560β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_timeline_panel.hpp\n 561β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_curve_editor_panel.hpp\n 562β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_voice_manager_panel.hpp\n 563β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_localization_panel.hpp\n 564β†’β”‚ β”‚ β”‚ β”œβ”€β”€ nm_diagnostics_panel.hpp\n 565β†’β”‚ β”‚ β”‚ └── nm_build_settings_panel.hpp\n 566β†’β”‚ β”‚ └── widgets/\n 567β†’β”‚ β”‚ β”œβ”€β”€ nm_property_editor.hpp\n 568β†’β”‚ β”‚ β”œβ”€β”€ nm_graph_node_item.hpp\n 569β†’β”‚ β”‚ β”œβ”€β”€ nm_timeline_track.hpp\n 570β†’β”‚ β”‚ └── nm_scene_id_picker.hpp\n 571β†’β”‚ └── editor_app.hpp # ОсновноС ΠΏΡ€ΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ (вСрсия Qt)\n 572β†’β”œβ”€β”€ src/\n 573β†’β”‚ β”œβ”€β”€ qt/\n 574β†’β”‚ β”‚ β”œβ”€β”€ nm_main_window.cpp\n 575β†’β”‚ β”‚ β”œβ”€β”€ nm_dock_panel.cpp\n 576β†’β”‚ β”‚ β”œβ”€β”€ nm_style_manager.cpp\n 577β†’β”‚ β”‚ β”œβ”€β”€ qt_event_bus.cpp\n 578β†’β”‚ β”‚ β”œβ”€β”€ qt_selection_manager.cpp\n 579β†’β”‚ β”‚ β”œβ”€β”€ panels/\n 580β†’β”‚ β”‚ β”‚ └── ... (Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ)\n 581β†’β”‚ β”‚ └── widgets/\n 582β†’β”‚ β”‚ └── ... (Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚ΠΎΠ²)\n 583β†’β”‚ └── main.cpp # Π’ΠΎΡ‡ΠΊΠ° Π²Ρ…ΠΎΠ΄Π° прилоТСния Qt\n 584→└── resources/\n 585β†’ β”œβ”€β”€ styles/\n 586β†’ β”‚ └── dark_theme.qss\n 587β†’ └── icons/\n 588β†’ └── ... (SVG ΠΈΠΊΠΎΠ½ΠΊΠΈ)\n 589β†’```\n 590β†’\n 591β†’## ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏΡ‹ ΠΌΠ°ΡΡˆΡ‚Π°Π±ΠΈΡ€ΡƒΠ΅ΠΌΠΎΡΡ‚ΠΈ\n 592β†’\n 593β†’1. **РСгистрация ΠΏΠ°Π½Π΅Π»Π΅ΠΉ**: ПанСли Ρ€Π΅Π³ΠΈΡΡ‚Ρ€ΠΈΡ€ΡƒΡŽΡ‚ΡΡ с ΠΏΠΎΠΌΠΎΡ‰ΡŒΡŽ Ρ„Π°Π±Ρ€ΠΈΠΊΠΈ, Ρ‡Ρ‚ΠΎ позволяСт Π΄ΠΎΠ±Π°Π²Π»ΡΡ‚ΡŒ Π½ΠΎΠ²Ρ‹Π΅ ΠΏΠ°Π½Π΅Π»ΠΈ Π±Π΅Π· измСнСния основного ΠΊΠΎΠ΄Π°.\n 594β†’\n 595β†’2. **Π‘ΠΎΠ±Ρ‹Ρ‚ΠΈΠΉΠ½ΠΎ-ориСнтированная коммуникация**: ВсС ΠΏΠ°Π½Π΅Π»ΠΈ ΠΎΠ±Ρ‰Π°ΡŽΡ‚ΡΡ Ρ‡Π΅Ρ€Π΅Π· ΡˆΠΈΠ½Ρƒ событий, прСдотвращая Ρ‚Π΅ΡΠ½ΡƒΡŽ связь.\n 596β†’\n 597β†’3. **ΠŸΠ°Ρ‚Ρ‚Π΅Ρ€Π½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ‹**: ВсС измСнСния проходят Ρ‡Π΅Ρ€Π΅Π· систСму ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π° Π² Π²ΠΈΠ΄Π΅ ΠΊΠΎΠΌΠ°Π½Π΄.\n 598β†’\n 599β†’4. **Π‘ΠΎΡ…Ρ€Π°Π½Π΅Π½ΠΈΠ΅ настроСк**: ВсС ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠ΅ настройки ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ Ρ‡Π΅Ρ€Π΅Π· `QSettings`.\n 600β†’\n 601β†’5. **АрхитСктура ΠΏΠ»Π°Π³ΠΈΠ½ΠΎΠ²** (Π‘ΡƒΠ΄ΡƒΡ‰Π΅Π΅): ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° Π·Π°Π³Ρ€ΡƒΠΆΠ°Π΅ΠΌΡ‹Ρ… ΠΏΠ»Π°Π³ΠΈΠ½ΠΎΠ² ΠΏΠ°Π½Π΅Π»Π΅ΠΉ.\n 602β†’\n 603β†’## Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ с ядром Π΄Π²ΠΈΠΆΠΊΠ°\n 604β†’\n 605β†’Π‘Π»ΠΎΠΉ GUI взаимодСйствуСт с ΡΡƒΡ‰Π΅ΡΡ‚Π²ΡƒΡŽΡ‰ΠΈΠΌ ядром Π΄Π²ΠΈΠΆΠΊΠ° Ρ‡Π΅Ρ€Π΅Π·:\n 606β†’\n 607β†’1. **SceneGraph**: ΠŸΡ€ΡΠΌΠΎΠΉ доступ ΠΊ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°ΠΌ сцСны для отобраТСния ΠΈ манипулирования\n 608β†’2. **VisualGraph (IR)**: Π”Π°Π½Π½Ρ‹Π΅ ΡƒΠ·Π»ΠΎΠ² Π³Ρ€Π°Ρ„Π° истории\n 609β†’3. **VFS**: Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° ΠΈ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ассСтами\n 610β†’4. **Logger**: Π’Ρ‹Π²ΠΎΠ΄ консоли\n 611β†’5. **PropertySystem**: ΠžΡ‚Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅ свойств ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n 612β†’\n 613β†’Π‘ΡƒΡ‰Π΅ΡΡ‚Π²ΡƒΡŽΡ‰ΠΈΠ΅ бэкСнд-Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ (шина событий, систСма Π²Ρ‹Π±ΠΎΡ€Π° ΠΈ Ρ‚. Π΄.) ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ ΠΈ ΠΎΠ±Π΅Ρ€Π½ΡƒΡ‚Ρ‹ Qt-совмСстимыми интСрфСйсами.\n 614β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"5507650e-d176-48f7-b1da-4d1442ecd97e","uuid":"fe761361-30ea-4ab9-b216-1c5d0d8b6315","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768155806997/docs/gui_architecture.md","content":"# АрхитСктура GUI Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π° NovelMind\n\n> **ΠŸΡ€ΠΈΠΌΠ΅Ρ‡Π°Π½ΠΈΠ΅**: Для Π°ΠΊΡ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… статусов Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ см. [IMPLEMENTATION_ROADMAP.md](IMPLEMENTATION_ROADMAP.md).\n> Для ΠΊΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠ΅Π² 100% готовности Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π° см. [EDITOR_SPEC_100.md](EDITOR_SPEC_100.md).\n\n## ΠžΠ±Π·ΠΎΡ€\n\nΠ”Π°Π½Π½Ρ‹ΠΉ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ описываСт ΠΊΠΎΠΌΠΏΠ»Π΅ΠΊΡΠ½ΡƒΡŽ Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Ρƒ GUI для Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π° NovelMind, ΠΏΠΎΠ»Π½ΠΎΡΡ‚ΡŒΡŽ пСрСстроСнного с использованиСм Qt 6 Widgets. АрхитСктура слСдуСт ΠΌΠΎΠ΄ΡƒΠ»ΡŒΠ½ΠΎΠΌΡƒ, событийно-ΠΎΡ€ΠΈΠ΅Π½Ρ‚ΠΈΡ€ΠΎΠ²Π°Π½Π½ΠΎΠΌΡƒ Π΄ΠΈΠ·Π°ΠΉΠ½Ρƒ, Π²Π΄ΠΎΡ…Π½ΠΎΠ²Π»Π΅Π½Π½ΠΎΠΌΡƒ ΠΏΡ€ΠΎΡ„Π΅ΡΡΠΈΠΎΠ½Π°Π»ΡŒΠ½Ρ‹ΠΌΠΈ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°ΠΌΠΈ, Ρ‚Π°ΠΊΠΈΠΌΠΈ ΠΊΠ°ΠΊ Unreal Engine, Unity ΠΈ Godot.\n\n## ВСхнологичСский стСк\n\n- **C++20**\n- **Qt 6.x**\n- **Qt Widgets** (основная UI-Ρ„Ρ€Π΅ΠΉΠΌΠ²ΠΎΡ€ΠΊ)\n- **QDockWidget / QMainWindow** (систСма Π΄ΠΎΠΊΠΈΠ½Π³Π°)\n- **QGraphicsView / QGraphicsScene** (Π³Ρ€Π°Ρ„Ρ‹, врСмСнная шкала)\n- **Qt Model/View** (Ρ‚Π°Π±Π»ΠΈΡ†Ρ‹, Π΄Π΅Ρ€Π΅Π²ΡŒΡ)\n- **CMake** (систСма сборки)\n- **ΠŸΠ»Π°Ρ‚Ρ„ΠΎΡ€ΠΌΡ‹**: Windows / Linux\n- **ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° High-DPI**\n- **ВСмная Ρ‚Π΅ΠΌΠ° ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ**\n\n## Π£Ρ€ΠΎΠ²Π½ΠΈ Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Ρ‹\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ GUI Layer (Qt Widgets) β”‚\nβ”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\nβ”‚ β”‚SceneViewβ”‚ β”‚StoryGraphβ”‚ β”‚Inspectorβ”‚ β”‚ Console β”‚ ... β”‚\nβ”‚ β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”˜ β”‚\nβ”‚ β”‚ β”‚ β”‚ β”‚ β”‚\nβ”œβ”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€\nβ”‚ Editor Core Layer β”‚\nβ”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\nβ”‚ β”‚Event Busβ”‚ β”‚Selectionβ”‚ β”‚Undo/Redo β”‚ β”‚Play-In-Editor β”‚ β”‚\nβ”‚ β”‚ System β”‚ β”‚ System β”‚ β”‚ System β”‚ β”‚ Bridge β”‚ β”‚\nβ”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\nβ”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€\nβ”‚ Engine Core (existing) β”‚\nβ”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\nβ”‚ β”‚ Scene β”‚ β”‚Scriptingβ”‚ β”‚ Assets β”‚ β”‚ Renderer β”‚ β”‚\nβ”‚ β”‚ Graph β”‚ β”‚ (IR) β”‚ β”‚ (VFS) β”‚ β”‚ β”‚ β”‚\nβ”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n## Π­ΠΊΡ€Π°Π½ привСтствия/запуска\n\nΠ Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ ΠΈΠΌΠ΅Π΅Ρ‚ соврСмСнный экран привСтствия, Π²Π΄ΠΎΡ…Π½ΠΎΠ²Π»Π΅Π½Π½Ρ‹ΠΉ Unreal Engine ΠΈ Unity Hub:\n\n**ВозмоТности:**\n- Бписок послСдних ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ΠΎΠ² с Π²Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹ΠΌΠΈ ΠΌΠ΅Ρ‚ΠΊΠ°ΠΌΠΈ ΠΈ быстрым доступом\n- Π¨Π°Π±Π»ΠΎΠ½Ρ‹ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ΠΎΠ² (ΠŸΡƒΡΡ‚ΠΎΠΉ, Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Π°Ρ Π½ΠΎΠ²Π΅Π»Π»Π°, Бимулятор свиданий, Π”Π΅Ρ‚Π΅ΠΊΡ‚ΠΈΠ², RPG, Π₯ΠΎΡ€Ρ€ΠΎΡ€)\n- Кнопки быстрых дСйствий (Новый ΠΏΡ€ΠΎΠ΅ΠΊΡ‚, ΠžΡ‚ΠΊΡ€Ρ‹Ρ‚ΡŒ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚, ΠŸΡ€ΠΎΡΠΌΠΎΡ‚Ρ€Π΅Ρ‚ΡŒ ΠΏΡ€ΠΈΠΌΠ΅Ρ€Ρ‹)\n- ПанСль ΠΎΠ±ΡƒΡ‡Π°ΡŽΡ‰ΠΈΡ… рСсурсов со ссылками Π½Π° Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΡŽ\n- Π€ΡƒΠ½ΠΊΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ поиска для ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ΠΎΠ² ΠΈ шаблонов\n- ΠžΠΏΡ†ΠΈΡ \"НС ΠΏΠΎΠΊΠ°Π·Ρ‹Π²Π°Ρ‚ΡŒ снова\" с постоянными настройками\n- Π€Π»Π°Π³ ΠΊΠΎΠΌΠ°Π½Π΄Π½ΠΎΠΉ строки `--no-welcome` для пропуска\n\n**РСализация:**\n- `NMWelcomeDialog` - МодальноС Π΄ΠΈΠ°Π»ΠΎΠ³ΠΎΠ²ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ, ΠΏΠΎΠΊΠ°Π·Ρ‹Π²Π°Π΅ΠΌΠΎΠ΅ ΠΏΡ€ΠΈ запускС\n- Π˜Π½Ρ‚Π΅Π³Ρ€ΠΈΡ€ΠΎΠ²Π°Π½ΠΎ Π² ΠΏΠΎΡ‚ΠΎΠΊ запуска `main.cpp`\n- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ QSettings для сохранСния настроСк\n- Бтилизация Π² стилС Ρ‚Π΅ΠΌΠ½ΠΎΠΉ Ρ‚Π΅ΠΌΡ‹ Unreal\n\n## ΠžΡΠ½ΠΎΠ²Π½Ρ‹Π΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹\n\n### 1. Π¨ΠΈΠ½Π° событий (`QtEventBus`)\n\nΠ¦Π΅Π½Ρ‚Ρ€Π°Π»ΡŒΠ½Π°Ρ систСма ΠΎΠ±ΠΌΠ΅Π½Π° сообщСниями для слабой связи ΠΌΠ΅ΠΆΠ΄Ρƒ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Π°ΠΌΠΈ.\n\n```cpp\n// Π’ΠΈΠΏΡ‹ событий\nenum class EditorEventType {\n SelectionChanged,\n PropertyChanged,\n GraphModified,\n ProjectLoaded,\n UndoRedoPerformed,\n PlayModeChanged,\n // ...\n};\n\n// ΠŸΡ€ΠΈΠΌΠ΅Ρ€ использования\nQtEventBus::instance().publish(SelectionChangedEvent{selectedIds});\nQtEventBus::instance().subscribe<SelectionChangedEvent>([](const auto& e) {\n // ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° события\n});\n```\n\n### 2. БистСма Π²Ρ‹Π±ΠΎΡ€Π° (`QtSelectionManager`)\n\nΠ¦Π΅Π½Ρ‚Ρ€Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ Π²Ρ‹Π±ΠΎΡ€ΠΎΠΌ Π²ΠΎ всСх панСлях.\n\n- ΠžΡ‚ΡΠ»Π΅ΠΆΠΈΠ²Π°Π΅Ρ‚ Π²Ρ‹Π±Ρ€Π°Π½Π½Ρ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ (ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ сцСны, ΡƒΠ·Π»Ρ‹ Π³Ρ€Π°Ρ„Π°, элСмСнты Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹, ассСты)\n- ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΈΠ²Π°Π΅Ρ‚ мноТСствСнный Π²Ρ‹Π±ΠΎΡ€\n- УвСдомляСт ΡΠ»ΡƒΡˆΠ°Ρ‚Π΅Π»Π΅ΠΉ Ρ‡Π΅Ρ€Π΅Π· ΡˆΠΈΠ½Ρƒ событий\n- ΠŸΡ€Π΅Π΄ΠΎΡΡ‚Π°Π²Π»ΡΠ΅Ρ‚ ΠΈΡΡ‚ΠΎΡ€ΠΈΡŽ Π²Ρ‹Π±ΠΎΡ€Π° для Π½Π°Π²ΠΈΠ³Π°Ρ†ΠΈΠΈ\n\n### 3. БистСма ΠΊΠΎΠΌΠ°Π½Π΄ ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π° (`NMUndoManager`)\n\nΠ¦Π΅Π½Ρ‚Ρ€Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΎΡ‚ΠΌΠ΅Π½ΠΎΠΉ/ΠΏΠΎΠ²Ρ‚ΠΎΡ€ΠΎΠΌ с использованиСм `QUndoStack` Qt.\n\n**ВозмоТности:**\n- Π“Π»ΠΎΠ±Π°Π»ΡŒΠ½Ρ‹ΠΉ стСк ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π° для всСх ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°\n- ΠŸΠ°Ρ‚Ρ‚Π΅Ρ€Π½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ‹ для ΠΎΠ±Ρ€Π°Ρ‚ΠΈΠΌΡ‹Ρ… дСйствий\n- ОбъСдинСниС ΠΊΠΎΠΌΠ°Π½Π΄ для ΠΏΠ»Π°Π²Π½Ρ‹Ρ… ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ (Π½Π°ΠΏΡ€ΠΈΠΌΠ΅Ρ€, Π½Π΅ΠΏΡ€Π΅Ρ€Ρ‹Π²Π½Ρ‹Π΅ трансформации)\n- Настройка Π»ΠΈΠΌΠΈΡ‚Π° ΠΎΡ‚ΠΌΠ΅Π½Ρ‹ (ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ: 100 ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ)\n- ΠžΡ‚ΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΠ΅ чистого состояния для нСсохранСнных ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\n- ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° макросов для Π³Ρ€ΡƒΠΏΠΏΠΈΡ€ΠΎΠ²ΠΊΠΈ ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ\n- Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ с мСню/панСлью инструмСнтов Π³Π»Π°Π²Π½ΠΎΠ³ΠΎ ΠΎΠΊΠ½Π°\n- ДинамичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ тСкста мСню\n\n**Π‘Π°Π·ΠΎΠ²Ρ‹Π΅ классы ΠΊΠΎΠΌΠ°Π½Π΄:**\n- `PropertyChangeCommand` - ИзмСнСния Π·Π½Π°Ρ‡Π΅Π½ΠΈΠΉ свойств\n- `AddObjectCommand` / `DeleteObjectCommand` - Π–ΠΈΠ·Π½Π΅Π½Π½Ρ‹ΠΉ Ρ†ΠΈΠΊΠ» ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- `TransformObjectCommand` - ΠŸΠΎΠ·ΠΈΡ†ΠΈΡ/Π²Ρ€Π°Ρ‰Π΅Π½ΠΈΠ΅/ΠΌΠ°ΡΡˆΡ‚Π°Π± (с объСдинСниСм)\n- `CreateGraphNodeCommand` / `DeleteGraphNodeCommand` - Π£Π·Π»Ρ‹ Π³Ρ€Π°Ρ„Π° истории\n- `ConnectGraphNodesCommand` - БоСдинСния ΡƒΠ·Π»ΠΎΠ²\n\n```cpp\nclass MoveNodeCommand : public QUndoCommand {\npublic:\n void undo() override;\n void redo() override;\n bool mergeWith(const QUndoCommand* other) override;\n int id() const override { return 1; }\n};\n\n// ИспользованиС\nNMUndoManager::instance().pushCommand(new PropertyChangeCommand(...));\n```\n\n### 4. ΠœΠΎΡΡ‚ Play-In-Editor\n\nУправляСт встраиваниСм срСды выполнСния для ΠΏΡ€Π΅Π΄Π²Π°Ρ€ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΠ³ΠΎ просмотра Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… Π½ΠΎΠ²Π΅Π»Π» Π² Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π΅.\n\n## ДороТная ΠΊΠ°Ρ€Ρ‚Π° поэтапной Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ\n\n### Π€Π°Π·Π° 0 - Π€ΡƒΠ½Π΄Π°ΠΌΠ΅Π½Ρ‚\n\n**Π¦Π΅Π»ΠΈ:**\n- ΠšΠ°Ρ€ΠΊΠ°Ρ прилоТСния с Qt6\n- Π“Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ с Π΄ΠΎΠΊΠΈΠ½Π³ΠΎΠΌ\n- БистСма Ρ‚Π΅ΠΌΡ‹/стиля (тСмная Ρ‚Π΅ΠΌΠ° Π² стилС Unreal)\n- Π¨ΠΈΠ½Π° событий (базовая)\n- БистСма Π²Ρ‹Π±ΠΎΡ€Π° (базовая)\n\n**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n- `NMMainWindow : QMainWindow`\n- `NMDockManager`\n- `NMStyleManager`\n- `QtEventBus`\n- `QtSelectionManager`\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Qt:**\n- `QMainWindow`\n- `QDockWidget`\n- `QApplication`\n- Π’Π°Π±Π»ΠΈΡ†Ρ‹ стилСй Qt (QSS)\n\n**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ запускаСтся с пустым Π³Π»Π°Π²Π½Ρ‹ΠΌ ΠΎΠΊΠ½ΠΎΠΌ\n- [x] Π€ΡƒΠ½ΠΊΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½Ρ‹ΠΉ Ρ„Ρ€Π΅ΠΉΠΌΠ²ΠΎΡ€ΠΊ Π΄ΠΎΠΊΠΈΠ½Π³Π°\n- [x] ΠŸΡ€ΠΈΠΌΠ΅Π½Π΅Π½Π° тСмная Ρ‚Π΅ΠΌΠ°\n- [x] Π¨ΠΈΠ½Π° событий ΠΌΠΎΠΆΠ΅Ρ‚ ΠΏΡƒΠ±Π»ΠΈΠΊΠΎΠ²Π°Ρ‚ΡŒ/ΠΏΠΎΠ΄ΠΏΠΈΡΡ‹Π²Π°Ρ‚ΡŒΡΡ Π½Π° события\n- [x] БистСма Π²Ρ‹Π±ΠΎΡ€Π° отслСТиваСт Π±Π°Π·ΠΎΠ²Ρ‹ΠΉ Π²Ρ‹Π±ΠΎΡ€\n- [x] Π­ΠΊΡ€Π°Π½ привСтствия/запуска с послСдними ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°ΠΌΠΈ ΠΈ шаблонами\n\n### Π€Π°Π·Π° 1 - ΠžΡΠ½ΠΎΠ²Π½Ρ‹Π΅ ΠΏΠ°Π½Π΅Π»ΠΈ (Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Ρ‡Ρ‚Π΅Π½ΠΈΠ΅)\n\n**Π¦Π΅Π»ΠΈ:**\n- ПанСль SceneView (Ρ‚ΠΎΠ»ΡŒΠΊΠΎ ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅)\n- ПанСль StoryGraph (Ρ‚ΠΎΠ»ΡŒΠΊΠΎ ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅)\n- ПанСль Inspector (свойства Ρ‚ΠΎΠ»ΡŒΠΊΠΎ для чтСния)\n- ПанСль Console (ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅ Π»ΠΎΠ³Π°)\n\n**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n- `NMSceneViewPanel : NMDockPanel`\n- `NMStoryGraphPanel : NMDockPanel`\n- `NMInspectorPanel : NMDockPanel`\n- `NMConsolePanel : NMDockPanel`\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Qt:**\n- `QGraphicsView` / `QGraphicsScene`\n- `QTreeView` / `QTreeWidget`\n- `QListWidget`\n- `QTextEdit`\n\n**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n- [x] SceneView ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ сцСны (Π±Π΅Π· взаимодСйствия)\n- [x] StoryGraph ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ ΡƒΠ·Π»Ρ‹ ΠΈ соСдинСния (Π±Π΅Π· рСдактирования)\n- [x] Inspector ΠΏΠΎΠΊΠ°Π·Ρ‹Π²Π°Π΅Ρ‚ свойства Π²Ρ‹Π±Ρ€Π°Π½Π½ΠΎΠ³ΠΎ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°\n- [x] Console ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ сообщСния Π»ΠΎΠ³Π°\n- [x] Asset Browser с Ρ€Π°Π·Π΄Π΅Π»Π΅Π½Π½Ρ‹ΠΌ прСдставлСниСм Π΄Π΅Ρ€Π΅Π²Π°/списка\n- [x] ПанСль Hierarchy с Ρ€Π°Π·Π²ΠΎΡ€Π°Ρ‡ΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ/сворачиваниСм\n\n### Π€Π°Π·Π° 2 - Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΡƒΠ΅ΠΌΠΎΠ΅ ядро\n\n**Π¦Π΅Π»ΠΈ:**\n- Π’Ρ‹Π±ΠΎΡ€ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² Π²ΠΎ всСх панСлях\n- Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ свойств Π² Inspector\n- БистСма ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π°\n- Π‘Π°Π·ΠΎΠ²ΠΎΠ΅ пСрСтаскиваниС\n- Π‘Ρ€Π°ΡƒΠ·Π΅Ρ€ ассСтов (Π±Π°Π·ΠΎΠ²Ρ‹ΠΉ)\n\n**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n- `NMAssetBrowserPanel : NMDockPanel`\n- `NMPropertyEditor`\n- `NMUndoManager`\n- Π Π°Π·Π»ΠΈΡ‡Π½Ρ‹Π΅ подклассы `QUndoCommand`\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Qt:**\n- `QUndoStack`\n- `QMimeData` (пСрСтаскиваниС)\n- ΠŸΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠ΅ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Ρ‹ свойств\n\n**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n- [x] БистСма ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π° с QUndoStack\n- [x] ΠŸΠ°Ρ‚Ρ‚Π΅Ρ€Π½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ‹ для всСх ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°\n- [x] ΠžΡ‚ΠΌΠ΅Π½Π°/ΠΏΠΎΠ²Ρ‚ΠΎΡ€ ΠΈΠ½Ρ‚Π΅Π³Ρ€ΠΈΡ€ΠΎΠ²Π°Π½Ρ‹ с Π³Π»Π°Π²Π½Ρ‹ΠΌ ΠΎΠΊΠ½ΠΎΠΌ\n- [ ] Клик для Π²Ρ‹Π±ΠΎΡ€Π° ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² (Ρ„Ρ€Π΅ΠΉΠΌΠ²ΠΎΡ€ΠΊ Π³ΠΎΡ‚ΠΎΠ²)\n- [ ] ΠœΠ½ΠΎΠΆΠ΅ΡΡ‚Π²Π΅Π½Π½Ρ‹ΠΉ Π²Ρ‹Π±ΠΎΡ€ с Ctrl+Click (Ρ„Ρ€Π΅ΠΉΠΌΠ²ΠΎΡ€ΠΊ Π³ΠΎΡ‚ΠΎΠ²)\n- [x] Inspector Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΡƒΠ΅Ρ‚ свойства (Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΡƒΠ΅ΠΌΡ‹Π΅ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Ρ‹)\n- [x] АссСты ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡ€ΠΎΡΠΌΠ°Ρ‚Ρ€ΠΈΠ²Π°Ρ‚ΡŒ\n\n### Π€Π°Π·Π° 3 - ΠŸΡ€ΠΎΠ΄Π²ΠΈΠ½ΡƒΡ‚Ρ‹Π΅ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Ρ‹\n\n**Π¦Π΅Π»ΠΈ:**\n- Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ ΡƒΠ·Π»ΠΎΠ² StoryGraph\n- Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹\n- Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ ΠΊΡ€ΠΈΠ²Ρ‹Ρ…\n- ПанСль ΠΈΠ΅Ρ€Π°Ρ€Ρ…ΠΈΠΈ\n\n**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n- `NMTimelinePanel : NMDockPanel`\n- `NMCurveEditorPanel : NMDockPanel`\n- `NMHierarchyPanel : NMDockPanel`\n- `NMGraphNodeItem : QGraphicsItem`\n- `NMGraphConnectionItem : QGraphicsItem`\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹ Qt:**\n- ΠŸΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠ΅ подклассы `QGraphicsItem`\n- `QTimeLine` (для Π°Π½ΠΈΠΌΠ°Ρ†ΠΈΠΉ)\n- ΠŸΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΎΠ΅ рисованиС\n\n**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹ с мноТСствСнными Π΄ΠΎΡ€ΠΎΠΆΠΊΠ°ΠΌΠΈ\n- [x] Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ воспроизвСдСниСм Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹ ΠΈ ΠΏΡ€ΠΎΠΊΡ€ΡƒΡ‚ΠΊΠ° ΠΊΠ°Π΄Ρ€ΠΎΠ²\n- [x] Визуализация ΠΊΠ»ΡŽΡ‡Π΅Π²Ρ‹Ρ… ΠΊΠ°Π΄Ρ€ΠΎΠ²\n- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ ΠΊΡ€ΠΈΠ²Ρ‹Ρ… с Ρ‚ΠΈΠΏΠ°ΠΌΠΈ интСрполяции\n- [x] Визуализация сСтки ΠΈ отрисовка ΠΏΡƒΡ‚ΠΈ ΠΊΡ€ΠΈΠ²ΠΎΠΉ\n- [x] Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅/ΡƒΠ΄Π°Π»Π΅Π½ΠΈΠ΅/соСдинСниС ΡƒΠ·Π»ΠΎΠ² Π² StoryGraph (Π€Π°Π·Π° 3.3)\n- [ ] ΠŸΠ΅Ρ€Π΅Ρ‚Π°ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅ для пСрСупорядочивания Π² Hierarchy (Π€Π°Π·Π° 3.3 - будущая Ρ€Π°Π±ΠΎΡ‚Π°)\n\n### Π€Π°Π·Π° 4 - ΠŸΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡ‚Π²Π΅Π½Π½Ρ‹Π΅ инструмСнты\n\n**Π¦Π΅Π»ΠΈ:**\n- ΠœΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ голоса\n- ΠœΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ Π»ΠΎΠΊΠ°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ\n- ПанСль диагностики\n- Настройки сборки\n\n**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n- `NMVoiceManagerPanel : NMDockPanel`\n- `NMLocalizationPanel : NMDockPanel`\n- `NMDiagnosticsPanel : NMDockPanel`\n- `NMBuildSettingsPanel : NMDockPanel`\n\n**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ:**\n- [x] ПанСль Voice Manager с элСмСнтами управлСния ΠΈΠΌΠΏΠΎΡ€Ρ‚ΠΎΠΌ/воспроизвСдСниСм\n- [x] Бписок голосовых Ρ„Π°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΡ€Π΅Π΄Π²Π°Ρ€ΠΈΡ‚Π΅Π»ΡŒΠ½Ρ‹ΠΉ просмотр\n- [x] ПанСль Localization Manager с Π²Ρ‹Π±ΠΎΡ€ΠΎΠΌ языка\n- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ Ρ‚Π°Π±Π»ΠΈΡ†Ρ‹ строк для ΠΏΠ΅Ρ€Π΅Π²ΠΎΠ΄ΠΎΠ²\n- [x] ПанСль Diagnostics с ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅ΠΌ ошибок/ΠΏΡ€Π΅Π΄ΡƒΠΏΡ€Π΅ΠΆΠ΄Π΅Π½ΠΈΠΉ\n- [x] Π€ΠΈΠ»ΡŒΡ‚Ρ€Π°Ρ†ΠΈΡ диагностики ΠΏΠΎ Ρ‚ΠΈΠΏΡƒ\n- [x] ПанСль Build Settings с Π²Ρ‹Π±ΠΎΡ€ΠΎΠΌ ΠΏΠ»Π°Ρ‚Ρ„ΠΎΡ€ΠΌΡ‹\n- [x] ΠžΠΏΡ†ΠΈΠΈ ΠΊΠΎΠ½Ρ„ΠΈΠ³ΡƒΡ€Π°Ρ†ΠΈΠΈ сборки ΠΈ настройки Π²Ρ‹Π²ΠΎΠ΄Π°\n\n### Π€Π°Π·Π° 5 - Play-In-Editor\n\n**Π¦Π΅Π»ΠΈ:**\n- ВстраиваниС срСды выполнСния\n- ΠžΠ²Π΅Ρ€Π»Π΅ΠΉ ΠΎΡ‚Π»Π°Π΄ΠΊΠΈ\n- Π’ΠΎΡ‡ΠΊΠΈ останова\n- Π–ΠΈΠ²ΠΎΠΉ инспСктор ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Ρ…\n\n**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n- `NMPlayModeController` - Π¦Π΅Π½Ρ‚Ρ€Π°Π»ΡŒΠ½Ρ‹ΠΉ ΠΊΠΎΠΎΡ€Π΄ΠΈΠ½Π°Ρ‚ΠΎΡ€ воспроизвСдСния/ΠΏΠ°ΡƒΠ·Ρ‹/остановки\n- `NMPlayToolbarPanel` - UI управлСния воспроизвСдСниСм\n- `NMDebugOverlayPanel` - Π˜Π½ΡΠΏΠ΅ΠΊΡ‚ΠΎΡ€ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Ρ… срСды выполнСния\n- Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ Ρ‚ΠΎΡ‡Π΅ΠΊ останова Π² `NMGraphNodeItem`\n\n**Бтатус Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ (Π€Π°Π·Π° 5.0 - Runtime ΠΈΠ½Ρ‚Π΅Π³Ρ€ΠΈΡ€ΠΎΠ²Π°Π½): βœ… Π—ΠΠ’Π•Π Π¨Π•ΠΠž**\n- [x] ΠšΠΎΠ½Ρ‚Ρ€ΠΎΠ»Π»Π΅Ρ€ Ρ€Π΅ΠΆΠΈΠΌΠ° воспроизвСдСния с ΠΊΠΎΠ½Π΅Ρ‡Π½Ρ‹ΠΌ Π°Π²Ρ‚ΠΎΠΌΠ°Ρ‚ΠΎΠΌ (Stopped/Playing/Paused)\n- [x] ВстроСнный runtime host (ScriptRuntime + SceneGraph snapshot)\n- [x] ПанСль инструмСнтов воспроизвСдСния с ΠΊΠ½ΠΎΠΏΠΊΠ°ΠΌΠΈ Play/Pause/Stop/Step\n- [x] ГорячиС клавиши (F5=Play, F6=Pause, F7=Stop, F10=Step)\n- [x] ПанСль овСрлСя ΠΎΡ‚Π»Π°Π΄ΠΊΠΈ с 6 Π²ΠΊΠ»Π°Π΄ΠΊΠ°ΠΌΠΈ (Variables/CallStack/Instruction/Animations/Audio/Performance)\n- [x] Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Ρ… ΠΏΡ€ΠΈ ΠΏΠ°ΡƒΠ·Π΅ (Π΄Π²ΠΎΠΉΠ½ΠΎΠΉ ΠΊΠ»ΠΈΠΊ для рСдактирования)\n- [x] БистСма управлСния Ρ‚ΠΎΡ‡ΠΊΠ°ΠΌΠΈ останова (Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅/ΡƒΠ΄Π°Π»Π΅Π½ΠΈΠ΅/ΠΏΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡Π΅Π½ΠΈΠ΅/сохранСниС)\n- [x] Π‘ΠΎΡ…Ρ€Π°Π½Π΅Π½ΠΈΠ΅/Π·Π°Π³Ρ€ΡƒΠ·ΠΊΠ° состояния (слоты + Π°Π²Ρ‚ΠΎ-сСйв)\n- [x] Qt сигналы/слоты для всСх ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ состояния\n- [x] **Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ ΠΈΠ½Π΄ΠΈΠΊΠ°Ρ‚ΠΎΡ€Ρ‹ Ρ‚ΠΎΡ‡Π΅ΠΊ останова Π² StoryGraph (красный ΠΊΡ€ΡƒΠ³ с 3D эффСктом)**\n- [x] **ΠŸΠΎΠ΄ΡΠ²Π΅Ρ‚ΠΊΠ° Ρ‚Π΅ΠΊΡƒΡ‰Π΅Π³ΠΎ ΡƒΠ·Π»Π° Π²ΠΎ врСмя воспроизвСдСния (ΠΏΡƒΠ»ΡŒΡΠΈΡ€ΡƒΡŽΡ‰Π΅Π΅ Π·Π΅Π»Π΅Π½ΠΎΠ΅ свСчСниС + стрСлка выполнСния)**\n- [x] **ΠšΠΎΠ½Ρ‚Π΅ΠΊΡΡ‚Π½ΠΎΠ΅ мСню для ΠΏΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡Π΅Π½ΠΈΡ Ρ‚ΠΎΡ‡ΠΊΠΈ останова (ΠΏΡ€Π°Π²Ρ‹ΠΉ ΠΊΠ»ΠΈΠΊ Π½Π° ΡƒΠ·Π»Π΅)**\n- [x] **Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ Π² Π³Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ (ΠΏΠ°Π½Π΅Π»ΠΈ ΠΏΡ€ΠΈΠΊΡ€Π΅ΠΏΠ»Π΅Π½Ρ‹ ΠΈ зарСгистрированы)**\n- [x] **АвтоцСнтрированиС Π½Π° Ρ‚Π΅ΠΊΡƒΡ‰Π΅ΠΌ выполняСмом ΡƒΠ·Π»Π΅**\n\n**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ (Π€Π°Π·Π° 5.0): βœ… Π’Π‘Π• Π—ΠΠ’Π•Π Π¨Π•ΠΠž**\n- [x] МоТно Π²ΠΎΡΠΏΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚ΡŒ ΡƒΠ·Π»Ρ‹ Ρ‡Π΅Ρ€Π΅Π· встроСнный runtime\n- [x] ΠžΠ²Π΅Ρ€Π»Π΅ΠΉ ΠΎΡ‚Π»Π°Π΄ΠΊΠΈ ΠΏΠΎΠΊΠ°Π·Ρ‹Π²Π°Π΅Ρ‚ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅ срСды выполнСния ΠΈ стСк Π²Ρ‹Π·ΠΎΠ²ΠΎΠ²\n- [x] МоТно Π΄ΠΎΠ±Π°Π²Π»ΡΡ‚ΡŒ/ΡƒΠ΄Π°Π»ΡΡ‚ΡŒ Ρ‚ΠΎΡ‡ΠΊΠΈ останова ΠΏΡ€ΠΎΠ³Ρ€Π°ΠΌΠΌΠ½ΠΎ\n- [x] МоТно ΠΏΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡Π°Ρ‚ΡŒ Ρ‚ΠΎΡ‡ΠΊΠΈ останова Ρ‡Π΅Ρ€Π΅Π· UI (контСкстноС мСню)\n- [x] Π–ΠΈΠ²Ρ‹Π΅ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅ Π²ΠΈΠ΄ΠΈΠΌΡ‹ ΠΈ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΡƒΠ΅ΠΌΡ‹ Π²ΠΎ врСмя ΠΏΠ°ΡƒΠ·Ρ‹\n- [x] Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Π°Ρ обратная связь для Ρ‚ΠΎΡ‡Π΅ΠΊ останова ΠΈ состояния выполнСния\n- [x] ΠŸΡ€ΠΎΡ„Π΅ΡΡΠΈΠΎΠ½Π°Π»ΡŒΠ½Ρ‹Π΅ горячиС клавиши, ΡΠΎΠΎΡ‚Π²Π΅Ρ‚ΡΡ‚Π²ΡƒΡŽΡ‰ΠΈΠ΅ отраслСвым инструмСнтам\n\n**Будущая Ρ€Π°Π±ΠΎΡ‚Π° (Π€Π°Π·Π° 5.1+):**\n- [ ] Бинхронизация воспроизвСдСния Π²Ρ€Π΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡˆΠΊΠ°Π»Ρ‹\n- [ ] Горячая ΠΏΠ΅Ρ€Π΅Π·Π°Π³Ρ€ΡƒΠ·ΠΊΠ° Π²ΠΎ врСмя Ρ€Π΅ΠΆΠΈΠΌΠ° воспроизвСдСния\n- [ ] ΠŸΡ€ΠΎΠ΄Π²ΠΈΠ½ΡƒΡ‚Π°Ρ ΠΎΡ‚Π»Π°Π΄ΠΊΠ° (условныС Ρ‚ΠΎΡ‡ΠΊΠΈ останова, выраТСния отслСТивания)\n\n### Π€Π°Π·Π° 5.5 - Scene Management System\n\n**Π¦Π΅Π»ΠΈ:**\n- Π¦Π΅Π½Ρ‚Ρ€Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ сцСнами\n- АвтоматичСская синхронизация ΠΌΠ΅ΠΆΠ΄Ρƒ панСлями\n- БистСма шаблонов для быстрого создания сцСн\n- Валидация ссылок Π½Π° сцСны\n\n**ΠšΠ»ΡŽΡ‡Π΅Π²Ρ‹Π΅ классы:**\n- `SceneRegistry` - Π¦Π΅Π½Ρ‚Ρ€Π°Π»ΡŒΠ½Ρ‹ΠΉ рССстр всСх сцСн Π² ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π΅\n- `SceneTemplateManager` - Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ шаблонами сцСн\n- `SceneMediator` - ΠšΠΎΠΎΡ€Π΄ΠΈΠ½Π°Ρ†ΠΈΡ ΠΌΠ΅ΠΆΠ΄Ρƒ Scene Registry ΠΈ панСлями\n- `NMSceneIdPicker` - Π’ΠΈΠ΄ΠΆΠ΅Ρ‚ Π²Ρ‹Π±ΠΎΡ€Π° сцСны Π² Inspector\n- `SceneRegistryMediator` - ΠŸΡ€Π΅ΠΎΠ±Ρ€Π°Π·ΠΎΠ²Π°Π½ΠΈΠ΅ Qt сигналов Π² EventBus события\n\n**Бтатус Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ (Π€Π°Π·Π° 5.5): βœ… Π—ΠΠ’Π•Π Π¨Π•ΠΠž**\n\n#### Scene Registry System (PR #217, #210)\n- [x] РСгистрация ΠΈ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ сцСнами с ΡƒΠ½ΠΈΠΊΠ°Π»ΡŒΠ½Ρ‹ΠΌΠΈ ID\n- [x] API ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹: registerScene, renameScene, renameSceneId, deleteScene\n- [x] ΠžΡ‚ΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΠ΅ кросс-ссылок (ΠΊΠ°ΠΊΠΈΠ΅ ΡƒΠ·Π»Ρ‹ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽΡ‚ ΠΊΠ°ΠΊΠΈΠ΅ сцСны)\n- [x] ΠžΠ±Π½Π°Ρ€ΡƒΠΆΠ΅Π½ΠΈΠ΅ orphaned .nmscene Ρ„Π°ΠΉΠ»ΠΎΠ² (Π½Π΅ зарСгистрированныС)\n- [x] ΠžΠ±Π½Π°Ρ€ΡƒΠΆΠ΅Π½ΠΈΠ΅ invalid references (зарСгистрированныС Π±Π΅Π· Ρ„Π°ΠΉΠ»Π°)\n- [x] ГСнСрация ΠΈ ΠΊΡΡˆΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ thumbnails\n- [x] Qt сигналы ΠΆΠΈΠ·Π½Π΅Π½Π½ΠΎΠ³ΠΎ Ρ†ΠΈΠΊΠ»Π° сцСн (registered, renamed, unregistered, idChanged)\n- [x] JSON persistence для ΠΌΠ΅Ρ‚Π°Π΄Π°Π½Π½Ρ‹Ρ… ΠΈ ссылок\n- [x] SceneMediator для ΠΊΠΎΠΎΡ€Π΄ΠΈΠ½Π°Ρ†ΠΈΠΈ с панСлями\n\n#### Scene Template System (PR #222)\n- [x] SceneTemplateManager для Π·Π°Π³Ρ€ΡƒΠ·ΠΊΠΈ ΠΈ инстанцирования шаблонов\n- [x] 5 встроСнных шаблонов:\n - Empty Scene (пустой холст)\n - Dialogue Scene (Ρ„ΠΎΠ½ + 2 пСрсонаТа + Π΄ΠΈΠ°Π»ΠΎΠ³ΠΎΠ²ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ)\n - Choice Scene (Ρ„ΠΎΠ½ + пСрсонаТ + мСню Π²Ρ‹Π±ΠΎΡ€Π°)\n - Cutscene (полноэкранный Ρ„ΠΎΠ½)\n - Title Screen (Ρ„ΠΎΠ½ + Π»ΠΎΠ³ΠΎ + ΠΊΠ½ΠΎΠΏΠΊΠΈ мСню)\n- [x] ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΡ… шаблонов (сохранСниС сцСн ΠΊΠ°ΠΊ templates)\n- [x] NMNewSceneDialog с Π²Ρ‹Π±ΠΎΡ€ΠΎΠΌ шаблона ΠΈ preview\n- [x] ΠšΠ°Ρ‚Π΅Π³ΠΎΡ€ΠΈΠ·Π°Ρ†ΠΈΡ шаблонов (Standard, Visual Novel, Cinematic, Menu)\n- [x] ΠœΠ΅Ρ‚Π°Π΄Π°Π½Π½Ρ‹Π΅ шаблонов (name, description, category, tags, author, version)\n\n#### Scene-Story Graph Auto-Sync (PR #224, #219)\n- [x] АвтоматичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ thumbnails Π² Story Graph ΠΏΡ€ΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ сцСн\n- [x] АвтоматичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π½Π°Π·Π²Π°Π½ΠΈΠΉ ΡƒΠ·Π»ΠΎΠ² ΠΏΡ€ΠΈ ΠΏΠ΅Ρ€Π΅ΠΈΠΌΠ΅Π½ΠΎΠ²Π°Π½ΠΈΠΈ сцСн\n- [x] АвтоматичСская ΠΏΠΎΠΌΠ΅Ρ‚ΠΊΠ° orphaned references ΠΏΡ€ΠΈ ΡƒΠ΄Π°Π»Π΅Π½ΠΈΠΈ сцСн\n- [x] EventBus события: SceneThumbnailUpdated, SceneRenamed, SceneDeleted\n- [x] SceneRegistryMediator для ΠΊΠΎΠ½Π²Π΅Ρ€Ρ‚Π°Ρ†ΠΈΠΈ Qt signals β†’ EventBus events\n- [x] Story Graph подписки Π½Π° события для обновлСния UI\n- [x] Scene View эмиссия SceneDocumentModifiedEvent послС сохранСния\n\n#### Scene ID Picker Widget (PR #218)\n- [x] NMSceneIdPicker Π²ΠΈΠ΄ΠΆΠ΅Ρ‚ Π² Inspector ΠΏΠ°Π½Π΅Π»ΠΈ\n- [x] Dropdown со всСми зарСгистрированными сцСнами\n- [x] Preview thumbnail с ΠΌΠ΅Ρ‚Π°Π΄Π°Π½Π½Ρ‹ΠΌΠΈ (name, path, last modified)\n- [x] Validation state indicator (βœ“ valid / ⚠ invalid)\n- [x] Quick action buttons: Create New, Edit Scene, Locate\n- [x] АвтоматичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ ΠΏΡ€ΠΈ измСнСниях Π² SceneRegistry\n- [x] Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ Π² Inspector ΠΏΡ€ΠΈ Π²Ρ‹Π±ΠΎΡ€Π΅ Scene ΡƒΠ·Π»Π°\n\n#### Scene Reference Validation (PR #221)\n- [x] Валидация всСх ссылок Π½Π° сцСны ΠΏΠ΅Ρ€Π΅Π΄ Play Ρ€Π΅ΠΆΠΈΠΌΠΎΠΌ\n- [x] ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΊΠ° сущСствования .nmscene Ρ„Π°ΠΉΠ»ΠΎΠ²\n- [x] ΠžΠ±Π½Π°Ρ€ΡƒΠΆΠ΅Π½ΠΈΠ΅ empty scene IDs\n- [x] Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ ΠΈΠ½Π΄ΠΈΠΊΠ°Ρ‚ΠΎΡ€Ρ‹ ошибок (красный ΠΊΡ€ΡƒΠΆΠΎΠΊ с X)\n- [x] Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ ΠΈΠ½Π΄ΠΈΠΊΠ°Ρ‚ΠΎΡ€Ρ‹ ΠΏΡ€Π΅Π΄ΡƒΠΏΡ€Π΅ΠΆΠ΄Π΅Π½ΠΈΠΉ (ΠΎΡ€Π°Π½ΠΆΠ΅Π²Ρ‹ΠΉ ΠΊΡ€ΡƒΠΆΠΎΠΊ с !)\n- [x] Tooltip сообщСния с дСталями ошибок\n- [x] АвтоматичСскоС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π²Π°Π»ΠΈΠ΄Π°Ρ†ΠΈΠΈ ΠΏΡ€ΠΈ rebuild Π³Ρ€Π°Ρ„Π°\n- [x] Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ Π² validateGraph() workflow\n\n**ΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ Π·Π°Π²Π΅Ρ€ΡˆΠ΅Π½ΠΈΡ (Π€Π°Π·Π° 5.5): βœ… Π’Π‘Π• Π—ΠΠ’Π•Π Π¨Π•ΠΠž**\n- [x] Scene Registry отслСТиваСт всС сцСны ΠΈ ΠΈΡ… использованиС\n- [x] Scene Templates ΡƒΡΠΊΠΎΡ€ΡΡŽΡ‚ созданиС Ρ‚ΠΈΠΏΠΎΠ²Ρ‹Ρ… сцСн\n- [x] Story Graph автоматичСски синхронизируСтся с измСнСниями сцСн\n- [x] Inspector прСдоставляСт ΡƒΠ΄ΠΎΠ±Π½Ρ‹ΠΉ UI для Π²Ρ‹Π±ΠΎΡ€Π° сцСн\n- [x] ΠΠ΅Π΄Π΅ΠΉΡΡ‚Π²ΠΈΡ‚Π΅Π»ΡŒΠ½Ρ‹Π΅ ссылки Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½ΠΎ ΠΎΠ±ΠΎΠ·Π½Π°Ρ‡Π΅Π½Ρ‹ с ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠΉ ΠΈΠ½Ρ„ΠΎΡ€ΠΌΠ°Ρ†ΠΈΠ΅ΠΉ\n- [x] ВсС измСнСния ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ Π² project files\n\n**Будущая Ρ€Π°Π±ΠΎΡ‚Π° (Π€Π°Π·Π° 5.6+):**\n- [ ] Quick Fix Actions (Create Scene, Remove Reference, Browse)\n- [ ] Diagnostics Panel интСграция для Ρ†Π΅Π½Ρ‚Ρ€Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½Ρ‹Ρ… ошибок\n- [ ] Circular reference detection Π² Story Graph\n- [ ] Thumbnail автоматичСская рСгСнСрация ΠΏΡ€ΠΈ ΠΌΠΎΠ΄ΠΈΡ„ΠΈΠΊΠ°Ρ†ΠΈΠΈ сцСн\n\n## Π‘ΠΏΠ΅Ρ†ΠΈΡ„ΠΈΠΊΠ°Ρ†ΠΈΠΈ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ\n\n### Π“Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ + Π”ΠΎΠΊΠΈΠ½Π³\n\nΠ“Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QMainWindow` с `QDockWidget` для всСх ΠΏΠ°Π½Π΅Π»Π΅ΠΉ. ΠœΠ°ΠΊΠ΅Ρ‚ сох�
[2026-01-11T18:26:54.868Z] [INFO] �аняСтся/восстанавливаСтся Ρ‡Π΅Ρ€Π΅Π· `QSettings`.\n\n```cpp\nclass NMMainWindow : public QMainWindow {\n Q_OBJECT\npublic:\n void saveLayout();\n void restoreLayout();\n void resetToDefaultLayout();\n\nprivate:\n QMenuBar* m_menuBar;\n QToolBar* m_mainToolBar;\n QStatusBar* m_statusBar;\n // ПанСли Π΄ΠΎΠΊΠΈΠ½Π³Π°\n NMSceneViewPanel* m_sceneView;\n NMStoryGraphPanel* m_storyGraph;\n // ...\n};\n```\n\n### ПанСль SceneView\n\nΠžΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ сцСну Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½ΠΎΠΉ Π½ΠΎΠ²Π΅Π»Π»Ρ‹ с ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°ΠΌΠΈ, Ρ„ΠΎΠ½Π°ΠΌΠΈ ΠΈ пСрсонаТами.\n\n- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QGraphicsView` с ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΎΠΉ `QGraphicsScene`\n- ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΈΠ²Π°Π΅Ρ‚ ΠΏΠ°Π½ΠΎΡ€Π°ΠΌΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ (срСдняя ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡ‹ΡˆΠΈ) ΠΈ ΠΌΠ°ΡΡˆΡ‚Π°Π±ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ (колСсико ΠΏΡ€ΠΎΠΊΡ€ΡƒΡ‚ΠΊΠΈ)\n- НалоТСниС сСтки (ΠΎΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ)\n- ΠŸΡ€ΡΠΌΠΎΡƒΠ³ΠΎΠ»ΡŒΠ½ΠΈΠΊΠΈ Π²Ρ‹Π±ΠΎΡ€Π° ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- Π“ΠΈΠ·ΠΌΠΎ трансформации (Π€Π°Π·Π° 2+)\n\n### ПанСль StoryGraph\n\nΠ Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… скриптов Π½Π° основС ΡƒΠ·Π»ΠΎΠ².\n\n- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QGraphicsView` с ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠΌΠΈ элСмСнтами ΡƒΠ·Π»ΠΎΠ²\n- ΠŸΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠ΅ `QGraphicsItem` для ΡƒΠ·Π»ΠΎΠ²\n- БоСдинСния ΠΊΡ€ΠΈΠ²Ρ‹ΠΌΠΈ Π‘Π΅Π·ΡŒΠ΅\n- Мини-ΠΊΠ°Ρ€Ρ‚Π° (ΠΎΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ)\n- ΠŸΠ°Π»ΠΈΡ‚Ρ€Π° ΡƒΠ·Π»ΠΎΠ² для создания Π½ΠΎΠ²Ρ‹Ρ… ΡƒΠ·Π»ΠΎΠ²\n\n### ПанСль Inspector\n\nΠ Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€ свойств для Π²Ρ‹Π±Ρ€Π°Π½Π½Ρ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ².\n\n- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QScrollArea` с Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Π°ΠΌΠΈ свойств\n- Π“Ρ€ΡƒΠΏΠΏΡ‹ свойств (сворачиваСмыС)\n- Π Π°Π·Π»ΠΈΡ‡Π½Ρ‹Π΅ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Ρ‹: тСкст, число, Ρ†Π²Π΅Ρ‚, Π²Ρ‹ΠΏΠ°Π΄Π°ΡŽΡ‰ΠΈΠΉ список, Π²Ρ‹Π±ΠΎΡ€ Ρ„Π°ΠΉΠ»Π°\n- Π Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ Π½Π΅ΡΠΊΠΎΠ»ΡŒΠΊΠΈΡ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² (ΠΎΠ±Ρ‰ΠΈΠ΅ свойства)\n\n### ПанСль Console\n\nΠ’Ρ‹Π²ΠΎΠ΄ Π»ΠΎΠ³Π° ΠΈ Π²Π²ΠΎΠ΄ ΠΊΠΎΠΌΠ°Π½Π΄.\n\n- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ `QTextEdit` (Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Ρ‡Ρ‚Π΅Π½ΠΈΠ΅) для отобраТСния Π»ΠΎΠ³Π°\n- Кнопки Ρ„ΠΈΠ»ΡŒΡ‚Ρ€Π° (Info, Warning, Error)\n- Кнопка очистки\n- ΠžΠΏΡ†ΠΈΡ Π°Π²Ρ‚ΠΎΠΏΡ€ΠΎΠΊΡ€ΡƒΡ‚ΠΊΠΈ\n- ПолС Π²Π²ΠΎΠ΄Π° поиска/Ρ„ΠΈΠ»ΡŒΡ‚Ρ€Π°\n\n## Руководство ΠΏΠΎ ΡΡ‚ΠΈΠ»ΡŽ\n\n### ЦвСтовая ΠΏΠ°Π»ΠΈΡ‚Ρ€Π° (тСмная Ρ‚Π΅ΠΌΠ° Π² стилС Unreal)\n\n```css\n/* Π¦Π²Π΅Ρ‚Π° Ρ„ΠΎΠ½Π° */\n--bg-darkest: #1a1a1a; /* Основной Ρ„ΠΎΠ½ */\n--bg-dark: #232323; /* Π€ΠΎΠ½ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ */\n--bg-medium: #2d2d2d; /* Π€ΠΎΠ½ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚ΠΎΠ² */\n--bg-light: #383838; /* Бостояния ΠΏΡ€ΠΈ Π½Π°Π²Π΅Π΄Π΅Π½ΠΈΠΈ */\n\n/* Π¦Π²Π΅Ρ‚Π° тСкста */\n--text-primary: #e0e0e0; /* Основной тСкст */\n--text-secondary: #a0a0a0; /* Π’Ρ‚ΠΎΡ€ΠΈΡ‡Π½Ρ‹ΠΉ тСкст */\n--text-disabled: #606060; /* ΠžΡ‚ΠΊΠ»ΡŽΡ‡Π΅Π½Π½Ρ‹ΠΉ тСкст */\n\n/* АкцСнтныС Ρ†Π²Π΅Ρ‚Π° */\n--accent-primary: #0078d4; /* Π’Ρ‹Π±ΠΎΡ€, фокус */\n--accent-hover: #1a88e0; /* БостояниС ΠΏΡ€ΠΈ Π½Π°Π²Π΅Π΄Π΅Π½ΠΈΠΈ */\n--accent-active: #006cbd; /* АктивноС состояниС */\n\n/* Π¦Π²Π΅Ρ‚Π° статуса */\n--error: #f44336;\n--warning: #ff9800;\n--success: #4caf50;\n--info: #2196f3;\n\n/* Π¦Π²Π΅Ρ‚Π° Π³Ρ€Π°Π½ΠΈΡ† */\n--border-dark: #1a1a1a;\n--border-light: #404040;\n```\n\n### Π’ΠΈΠΏΠΎΠ³Ρ€Π°Ρ„ΠΈΠΊΠ°\n\n- **БСмСйство ΡˆΡ€ΠΈΡ„Ρ‚ΠΎΠ²**: Segoe UI (Windows), Ubuntu (Linux), систСмный ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\n- **Π‘Π°Π·ΠΎΠ²Ρ‹ΠΉ Ρ€Π°Π·ΠΌΠ΅Ρ€**: 9pt (11px ΠΏΡ€ΠΈ 96 DPI)\n- **Π—Π°Π³ΠΎΠ»ΠΎΠ²ΠΊΠΈ**: 10-12pt, ΠΏΠΎΠ»ΡƒΠΆΠΈΡ€Π½Ρ‹ΠΉ\n- **ΠœΠΎΠ½ΠΎΡˆΠΈΡ€ΠΈΠ½Π½Ρ‹ΠΉ**: Consolas, Ubuntu Mono (для ΠΊΠΎΠ΄Π°/консоли)\n\n### ΠžΡ‚ΡΡ‚ΡƒΠΏΡ‹\n\n- **ΠžΡ‚ΡΡ‚ΡƒΠΏΡ‹ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ**: 4px\n- **РасстояниС ΠΌΠ΅ΠΆΠ΄Ρƒ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Π°ΠΌΠΈ**: 4px\n- **РасстояниС ΠΌΠ΅ΠΆΠ΄Ρƒ Π³Ρ€ΡƒΠΏΠΏΠ°ΠΌΠΈ**: 8px\n- **РасстояниС ΠΌΠ΅ΠΆΠ΄Ρƒ сСкциями**: 16px\n\n### ПовСдСниС ΠΏΠ°Π½Π΅Π»Π΅ΠΉ\n\n- ПанСли ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡ€ΠΈΠΊΡ€Π΅ΠΏΠΈΡ‚ΡŒ ΠΊ Π»ΡŽΠ±ΠΎΠΌΡƒ ΠΊΡ€Π°ΡŽ\n- ПанСли ΠΌΠΎΠΆΠ½ΠΎ Π³Ρ€ΡƒΠΏΠΏΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ Π²ΠΊΠ»Π°Π΄ΠΊΠ°ΠΌΠΈ с Π΄Ρ€ΡƒΠ³ΠΈΠΌΠΈ панСлями\n- ПанСли ΠΌΠΎΠ³ΡƒΡ‚ Π±Ρ‹Ρ‚ΡŒ ΠΎΡ‚Π΄Π΅Π»Π΅Π½Ρ‹ ΠΊΠ°ΠΊ ΠΎΡ‚Π΄Π΅Π»ΡŒΠ½Ρ‹Π΅ ΠΎΠΊΠ½Π°\n- ПанСли Π·Π°ΠΏΠΎΠΌΠΈΠ½Π°ΡŽΡ‚ свой Ρ€Π°Π·ΠΌΠ΅Ρ€ ΠΈ ΠΏΠΎΠ·ΠΈΡ†ΠΈΡŽ\n- Π”Π²ΠΎΠΉΠ½ΠΎΠΉ ΠΊΠ»ΠΈΠΊ Π½Π° Π·Π°Π³ΠΎΠ»ΠΎΠ²ΠΊΠ΅ для отдСлСния/прикрСплСния\n\n### Бостояния Π²ΠΈΠ΄ΠΆΠ΅Ρ‚ΠΎΠ²\n\nВсС ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Π΅ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚Ρ‹ ΠΈΠΌΠ΅ΡŽΡ‚ Ρ€Π°Π·Π»ΠΈΡ‡ΠΈΠΌΡ‹Π΅ Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ состояния:\n\n- **ΠΠΎΡ€ΠΌΠ°Π»ΡŒΠ½ΠΎΠ΅**: Π’Π½Π΅ΡˆΠ½ΠΈΠΉ Π²ΠΈΠ΄ ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\n- **НавСдСниС**: Π‘Π»Π΅Π³ΠΊΠ° свСтлСС Ρ„ΠΎΠ½\n- **НаТато/Активно**: ΠŸΠΎΠ΄ΡΠ²Π΅Ρ‚ΠΊΠ° Π°ΠΊΡ†Π΅Π½Ρ‚Π½Ρ‹ΠΌ Ρ†Π²Π΅Ρ‚ΠΎΠΌ\n- **Ѐокус**: Π“Ρ€Π°Π½ΠΈΡ†Π° Π°ΠΊΡ†Π΅Π½Ρ‚Π½ΠΎΠ³ΠΎ Ρ†Π²Π΅Ρ‚Π°\n- **ΠžΡ‚ΠΊΠ»ΡŽΡ‡Π΅Π½ΠΎ**: УмСньшСнная Π½Π΅ΠΏΡ€ΠΎΠ·Ρ€Π°Ρ‡Π½ΠΎΡΡ‚ΡŒ, сСрый тСкст\n- **Π’Ρ‹Π±Ρ€Π°Π½ΠΎ**: Π€ΠΎΠ½ Π°ΠΊΡ†Π΅Π½Ρ‚Π½ΠΎΠ³ΠΎ Ρ†Π²Π΅Ρ‚Π°\n\n### Иконки\n\n- Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ SVG ΠΈΠΊΠΎΠ½ΠΊΠΈ для ΠΌΠ°ΡΡˆΡ‚Π°Π±ΠΈΡ€ΡƒΠ΅ΠΌΠΎΡΡ‚ΠΈ\n- Π Π°Π·ΠΌΠ΅Ρ€ ΠΈΠΊΠΎΠ½ΠΎΠΊ: 16x16 (панСль инструмСнтов), 24x24 (ΠΊΡ€ΡƒΠΏΠ½Ρ‹Π΅ дСйствия)\n- ΠœΠΎΠ½ΠΎΡ…Ρ€ΠΎΠΌΠ½Ρ‹Π΅ ΠΈΠΊΠΎΠ½ΠΊΠΈ с Π°ΠΊΡ†Π΅Π½Ρ‚Π½Ρ‹ΠΌ Ρ†Π²Π΅Ρ‚ΠΎΠΌ для Π°ΠΊΡ‚ΠΈΠ²Π½ΠΎΠ³ΠΎ состояния\n\n## Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° Ρ„Π°ΠΉΠ»ΠΎΠ²\n\n```\neditor/\nβ”œβ”€β”€ include/NovelMind/editor/\nβ”‚ β”œβ”€β”€ qt/ # Qt-спСцифичныС Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ\nβ”‚ β”‚ β”œβ”€β”€ nm_main_window.hpp\nβ”‚ β”‚ β”œβ”€β”€ nm_dock_panel.hpp\nβ”‚ β”‚ β”œβ”€β”€ nm_style_manager.hpp\nβ”‚ β”‚ β”œβ”€β”€ qt_event_bus.hpp\nβ”‚ β”‚ β”œβ”€β”€ qt_selection_manager.hpp\nβ”‚ β”‚ β”œβ”€β”€ panels/\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_scene_view_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_story_graph_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_inspector_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_console_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_asset_browser_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_hierarchy_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_timeline_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_curve_editor_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_voice_manager_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_localization_panel.hpp\nβ”‚ β”‚ β”‚ β”œβ”€β”€ nm_diagnostics_panel.hpp\nβ”‚ β”‚ β”‚ └── nm_build_settings_panel.hpp\nβ”‚ β”‚ └── widgets/\nβ”‚ β”‚ β”œβ”€β”€ nm_property_editor.hpp\nβ”‚ β”‚ β”œβ”€β”€ nm_graph_node_item.hpp\nβ”‚ β”‚ β”œβ”€β”€ nm_timeline_track.hpp\nβ”‚ β”‚ └── nm_scene_id_picker.hpp\nβ”‚ └── editor_app.hpp # ОсновноС ΠΏΡ€ΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ (вСрсия Qt)\nβ”œβ”€β”€ src/\nβ”‚ β”œβ”€β”€ qt/\nβ”‚ β”‚ β”œβ”€β”€ nm_main_window.cpp\nβ”‚ β”‚ β”œβ”€β”€ nm_dock_panel.cpp\nβ”‚ β”‚ β”œβ”€β”€ nm_style_manager.cpp\nβ”‚ β”‚ β”œβ”€β”€ qt_event_bus.cpp\nβ”‚ β”‚ β”œβ”€β”€ qt_selection_manager.cpp\nβ”‚ β”‚ β”œβ”€β”€ panels/\nβ”‚ β”‚ β”‚ └── ... (Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ)\nβ”‚ β”‚ └── widgets/\nβ”‚ β”‚ └── ... (Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ Π²ΠΈΠ΄ΠΆΠ΅Ρ‚ΠΎΠ²)\nβ”‚ └── main.cpp # Π’ΠΎΡ‡ΠΊΠ° Π²Ρ…ΠΎΠ΄Π° прилоТСния Qt\n└── resources/\n β”œβ”€β”€ styles/\n β”‚ └── dark_theme.qss\n └── icons/\n └── ... (SVG ΠΈΠΊΠΎΠ½ΠΊΠΈ)\n```\n\n## ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏΡ‹ ΠΌΠ°ΡΡˆΡ‚Π°Π±ΠΈΡ€ΡƒΠ΅ΠΌΠΎΡΡ‚ΠΈ\n\n1. **РСгистрация ΠΏΠ°Π½Π΅Π»Π΅ΠΉ**: ПанСли Ρ€Π΅Π³ΠΈΡΡ‚Ρ€ΠΈΡ€ΡƒΡŽΡ‚ΡΡ с ΠΏΠΎΠΌΠΎΡ‰ΡŒΡŽ Ρ„Π°Π±Ρ€ΠΈΠΊΠΈ, Ρ‡Ρ‚ΠΎ позволяСт Π΄ΠΎΠ±Π°Π²Π»ΡΡ‚ΡŒ Π½ΠΎΠ²Ρ‹Π΅ ΠΏΠ°Π½Π΅Π»ΠΈ Π±Π΅Π· измСнСния основного ΠΊΠΎΠ΄Π°.\n\n2. **Π‘ΠΎΠ±Ρ‹Ρ‚ΠΈΠΉΠ½ΠΎ-ориСнтированная коммуникация**: ВсС ΠΏΠ°Π½Π΅Π»ΠΈ ΠΎΠ±Ρ‰Π°ΡŽΡ‚ΡΡ Ρ‡Π΅Ρ€Π΅Π· ΡˆΠΈΠ½Ρƒ событий, прСдотвращая Ρ‚Π΅ΡΠ½ΡƒΡŽ связь.\n\n3. **ΠŸΠ°Ρ‚Ρ‚Π΅Ρ€Π½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ‹**: ВсС измСнСния проходят Ρ‡Π΅Ρ€Π΅Π· систСму ΠΎΡ‚ΠΌΠ΅Π½Ρ‹/ΠΏΠΎΠ²Ρ‚ΠΎΡ€Π° Π² Π²ΠΈΠ΄Π΅ ΠΊΠΎΠΌΠ°Π½Π΄.\n\n4. **Π‘ΠΎΡ…Ρ€Π°Π½Π΅Π½ΠΈΠ΅ настроСк**: ВсС ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΈΠ΅ настройки ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ Ρ‡Π΅Ρ€Π΅Π· `QSettings`.\n\n5. **АрхитСктура ΠΏΠ»Π°Π³ΠΈΠ½ΠΎΠ²** (Π‘ΡƒΠ΄ΡƒΡ‰Π΅Π΅): ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° Π·Π°Π³Ρ€ΡƒΠΆΠ°Π΅ΠΌΡ‹Ρ… ΠΏΠ»Π°Π³ΠΈΠ½ΠΎΠ² ΠΏΠ°Π½Π΅Π»Π΅ΠΉ.\n\n## Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ с ядром Π΄Π²ΠΈΠΆΠΊΠ°\n\nΠ‘Π»ΠΎΠΉ GUI взаимодСйствуСт с ΡΡƒΡ‰Π΅ΡΡ‚Π²ΡƒΡŽΡ‰ΠΈΠΌ ядром Π΄Π²ΠΈΠΆΠΊΠ° Ρ‡Π΅Ρ€Π΅Π·:\n\n1. **SceneGraph**: ΠŸΡ€ΡΠΌΠΎΠΉ доступ ΠΊ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°ΠΌ сцСны для отобраТСния ΠΈ манипулирования\n2. **VisualGraph (IR)**: Π”Π°Π½Π½Ρ‹Π΅ ΡƒΠ·Π»ΠΎΠ² Π³Ρ€Π°Ρ„Π° истории\n3. **VFS**: Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° ΠΈ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ассСтами\n4. **Logger**: Π’Ρ‹Π²ΠΎΠ΄ консоли\n5. **PropertySystem**: ΠžΡ‚Ρ€Π°ΠΆΠ΅Π½ΠΈΠ΅ свойств ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n\nΠ‘ΡƒΡ‰Π΅ΡΡ‚Π²ΡƒΡŽΡ‰ΠΈΠ΅ бэкСнд-Ρ€Π΅Π°Π»ΠΈΠ·Π°Ρ†ΠΈΠΈ (шина событий, систСма Π²Ρ‹Π±ΠΎΡ€Π° ΠΈ Ρ‚. 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[2026-01-11T18:28:46.808Z] [INFO] {
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[2026-01-11T18:31:23.492Z] [INFO] {"type":"assistant","message":{"model":"claude-sonnet-4-5-20250929","id":"msg_01SGgrGL2cM8A3RysRNpzSdo","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_0116UC8D8fYW2qpuHmVQuMMj","name":"Write","input":{"file_path":"/tmp/gh-issue-solver-1768155806997/docs/eventbus_architecture.md","content":"# EventBus Architecture Documentation\n\n> **See also**: [gui_architecture.md](gui_architecture.md) - GUI architecture overview\n> **See also**: [SCENE_STORY_GRAPH_PIPELINE.md](SCENE_STORY_GRAPH_PIPELINE.md) - Scene and Story Graph integration\n\nThis document provides comprehensive architecture documentation for the NovelMind editor's EventBus system, including event flow patterns, subscriber lifecycle, best practices, and thread safety guarantees.\n\n## Table of Contents\n\n1. [Overview](#overview)\n2. [Core Architecture](#core-architecture)\n3. [Event Type System](#event-type-system)\n4. [Event Flow Patterns](#event-flow-patterns)\n5. [Subscriber Lifecycle](#subscriber-lifecycle)\n6. [Thread Safety Guarantees](#thread-safety-guarantees)\n7. [Qt Integration (QtEventBus)](#qt-integration-qteventbus)\n8. [Common Usage Patterns](#common-usage-patterns)\n9. [Best Practices](#best-practices)\n10. [Performance Considerations](#performance-considerations)\n11. [Debugging and Troubleshooting](#debugging-and-troubleshooting)\n\n---\n\n## Overview\n\nThe EventBus system is a **centralized, thread-safe event dispatching system** that enables loose coupling between editor components. It implements the Observer pattern and serves as the communication backbone for the NovelMind editor.\n\n### Key Features\n\n- **Type-safe event publishing and subscription**\n- **Thread-safe concurrent dispatch** with mutex protection\n- **Synchronous and asynchronous processing modes**\n- **Event filtering** by type or custom predicates\n- **RAII-based subscription management**\n- **Event history** for debugging (optional)\n- **Deferred subscription modifications** to prevent iterator invalidation\n- **Qt integration layer** for seamless Qt signals/slots interoperability\n\n### Design Goals\n\n1. **Loose Coupling**: Panels and systems communicate without direct references\n2. **Type Safety**: Compile-time type checking for event handlers\n3. **Performance**: Minimal overhead, optimized for high-frequency events\n4. **Thread Safety**: Safe concurrent access from multiple threads\n5. **Debuggability**: Event history and diagnostic tools\n\n---\n\n## Core Architecture\n\n### Class Hierarchy\n\n```\nEventBus (Singleton)\nβ”œβ”€β”€ EditorEvent (base class for all events)\nβ”‚ β”œβ”€β”€ SelectionChangedEvent\nβ”‚ β”œβ”€β”€ PropertyChangedEvent\nβ”‚ β”œβ”€β”€ GraphNodeAddedEvent\nβ”‚ └── ... (80+ event types)\nβ”œβ”€β”€ EventSubscription (handle for managing subscriptions)\n└── ScopedEventSubscription (RAII wrapper)\n\nQtEventBus (Qt wrapper)\nβ”œβ”€β”€ Qt signals/slots integration\n└── Re-entrance protection\n```\n\n### EventBus Class\n\n**Location**: `editor/include/NovelMind/editor/event_bus.hpp` and `editor/src/event_bus.cpp`\n\n```cpp\nclass EventBus {\npublic:\n // Singleton access\n static EventBus& instance();\n\n // Publishing events\n void publish(const EditorEvent& event);\n void publish(std::unique_ptr<EditorEvent> event);\n void queueEvent(std::unique_ptr<EditorEvent> event);\n void processQueuedEvents();\n\n // Subscribing to events\n EventSubscription subscribe(EventHandler handler);\n EventSubscription subscribe(EditorEventType type, EventHandler handler);\n EventSubscription subscribe(EventFilter filter, EventHandler handler);\n template <typename T>\n EventSubscription subscribe(TypedEventHandler<T> handler);\n\n // Unsubscribing\n void unsubscribe(const EventSubscription& subscription);\n void unsubscribeAll(EditorEventType type);\n void unsubscribeAll();\n\n // Configuration\n void setSynchronous(bool sync);\n void setHistoryEnabled(bool enabled);\n const std::vector<std::unique_ptr<EditorEvent>>& getEventHistory() const;\n\nprivate:\n EventBus(); // Private constructor (singleton)\n ~EventBus();\n\n std::vector<SubscriberInfo> m_subscribers;\n std::queue<std::unique_ptr<EditorEvent>> m_eventQueue;\n std::vector<std::unique_ptr<EditorEvent>> m_eventHistory;\n std::mutex m_mutex;\n std::atomic<int> m_dispatchDepth{0};\n std::vector<std::function<void()>> m_pendingOperations;\n bool m_synchronous{true};\n bool m_historyEnabled{false};\n};\n```\n\n### EditorEvent Base Class\n\nAll events inherit from `EditorEvent`:\n\n```cpp\nclass EditorEvent {\npublic:\n EditorEventType type;\n std::string source; // Component that generated the event\n std::chrono::steady_clock::time_point timestamp;\n\n virtual ~EditorEvent() = default;\n\nprotected:\n EditorEvent(EditorEventType type, const std::string& source = \"\");\n};\n```\n\n### EventSubscription Handle\n\nSubscription handles use RAII for automatic cleanup:\n\n```cpp\nclass EventSubscription {\npublic:\n EventSubscription() = default;\n EventSubscription(uint64_t id);\n\n uint64_t id() const { return m_id; }\n bool isValid() const { return m_id != 0; }\n\nprivate:\n uint64_t m_id{0};\n};\n\n// RAII wrapper\nclass ScopedEventSubscription {\npublic:\n ScopedEventSubscription(EventBus* bus, EventSubscription sub);\n ~ScopedEventSubscription();\n\n ScopedEventSubscription(const ScopedEventSubscription&) = delete;\n ScopedEventSubscription& operator=(const ScopedEventSubscription&) = delete;\n\nprivate:\n EventBus* m_bus;\n EventSubscription m_subscription;\n};\n```\n\n---\n\n## Event Type System\n\nThe EventBus supports **80+ event types** organized into categories.\n\n### Event Type Enumeration\n\n**Location**: `editor/include/NovelMind/editor/event_bus.hpp:48-120`\n\n```cpp\nenum class EditorEventType {\n // Selection Events (2)\n SelectionChanged = 0,\n PrimarySelectionChanged,\n\n // Property Events (3)\n PropertyChanged,\n PropertyChangeStarted,\n PropertyChangeEnded,\n\n // Graph Events (6)\n GraphNodeAdded,\n GraphNodeRemoved,\n GraphNodeMoved,\n GraphConnectionAdded,\n GraphConnectionRemoved,\n GraphValidationChanged,\n\n // Timeline Events (6)\n TimelineKeyframeAdded,\n TimelineKeyframeRemoved,\n TimelineKeyframeMoved,\n TimelineTrackAdded,\n TimelineTrackRemoved,\n TimelinePlaybackChanged,\n\n // Scene Events (5)\n SceneObjectAdded,\n SceneObjectRemoved,\n SceneObjectMoved,\n SceneObjectTransformed,\n SceneLayerChanged,\n\n // Project Events (5)\n ProjectCreated,\n ProjectOpened,\n ProjectClosed,\n ProjectSaved,\n ProjectModified,\n\n // Undo/Redo Events (3)\n UndoPerformed,\n RedoPerformed,\n UndoStackChanged,\n\n // Play Mode Events (5)\n PlayModeStarted,\n PlayModePaused,\n PlayModeResumed,\n PlayModeStopped,\n PlayModeFrameAdvanced,\n\n // Asset Events (5)\n AssetImported,\n AssetDeleted,\n AssetRenamed,\n AssetMoved,\n AssetModified,\n\n // Error/Diagnostic Events (4)\n ErrorOccurred,\n WarningOccurred,\n DiagnosticAdded,\n DiagnosticCleared,\n\n // UI Events (3)\n PanelFocusChanged,\n LayoutChanged,\n ThemeChanged,\n\n // Custom Events (extensible)\n CustomEventBase = 1000\n};\n```\n\n### Domain-Specific Events\n\n**Location**: `editor/include/NovelMind/editor/events/panel_events.hpp`\n\nAdditional **40+ specialized events** including:\n\n- **Scene Events**: SceneObjectSelectedEvent, SceneObjectPositionChangedEvent\n- **Story Graph Events**: StoryGraphNodeSelectedEvent, SceneNodeDoubleClickedEvent\n- **Voice/Audio Events**: VoiceClipAssignRequestedEvent, VoiceRecordingRequestedEvent\n- **Navigation Events**: NavigationRequestedEvent, NavigateToScriptDefinitionEvent\n- **Scene Registry Events**: SceneCreatedEvent, SceneRenamedEvent, SceneThumbnailUpdatedEvent\n\n### Common Event Types\n\n#### SelectionChangedEvent\n\n```cpp\nstruct SelectionChangedEvent : public EditorEvent {\n std::vector<std::string> selectedIds;\n std::string selectionType; // \"scene_object\", \"graph_node\", etc.\n\n SelectionChangedEvent() : EditorEvent(EditorEventType::SelectionChanged) {}\n};\n```\n\n#### PropertyChangedEvent\n\n```cpp\nstruct PropertyChangedEvent : public EditorEvent {\n std::string objectId;\n std::string propertyName;\n std::any oldValue;\n std::any newValue;\n\n PropertyChangedEvent() : EditorEvent(EditorEventType::PropertyChanged) {}\n};\n```\n\n#### GraphNodeAddedEvent\n\n```cpp\nstruct GraphNodeAddedEvent : public EditorEvent {\n std::string nodeId;\n std::string nodeType;\n QPointF position;\n\n GraphNodeAddedEvent() : EditorEvent(EditorEventType::GraphNodeAdded) {}\n};\n```\n\n---\n\n## Event Flow Patterns\n\n### Pattern 1: Direct Event Flow (Panel to Panel)\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Panel A β”‚ β”‚ Panel B β”‚\nβ”‚ β”‚ β”‚ β”‚\nβ”‚ User Action β”‚ β”‚ β”‚\nβ””β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β–²β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚ β”‚\n β”‚ publish(event) β”‚\n β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ EventBus β”‚ β”‚\n β”‚ (Singleton) β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚\n β”‚ notify subscribers β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n**Example**: User selects object in SceneView β†’ Inspector updates properties\n\n### Pattern 2: Mediator Pattern (Coordinated Flow)\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Panel A β”‚ β”‚ Panel B β”‚ β”‚ Panel C β”‚\nβ””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β–²β”€β”€β”€β”€β”€β”€β”˜\n β”‚ β”‚ β”‚\n β”‚ publish(event1) β”‚ β”‚\n β”‚ β”‚ β”‚\n └───────────────────┼─────────────────────\n β”‚ β”‚\n β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ EventBus β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚\n β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ Mediator β”‚ β”‚\n β”‚ (Subscriber) β”‚ β”‚\n β”‚ - Coordinates β”‚ β”‚\n β”‚ - Transforms β”‚ β”‚\n β”‚ - Validates β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚\n β”‚ publish(event2) β”‚\n β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n**Example**: PropertyMediator subscribes to PropertyChanged events, applies changes to backend, and publishes completion events\n\n### Pattern 3: Qt Signal Bridge\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Qt Widget β”‚\nβ”‚ (Qt Signals) β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚ Qt signal\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ connect() β”‚\nβ”‚ Lambda/Slot β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”‚ publish(event)\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ EventBus β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚ notify\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Subscribers β”‚\nβ”‚ (EventBus) β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n**Example**: Qt button clicked β†’ Lambda converts to EventBus event β†’ All subscribers notified\n\n### Pattern 4: Debounced Events\n\n```\nTime: ─────────────────────────────────────────────►\n\nEvents: E E E E E E E E E E\n β”‚ β”‚ β”‚ β”‚ β”‚ β”‚ β”‚ β”‚ β”‚ β”‚\n β””β”€β”€β”΄β”€β”΄β”€β”€β”΄β”€β”€β”€β”€β”΄β”€β”΄β”€β”΄β”€β”΄β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\n β”‚ Debounce Timer (300ms) β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\n β”‚ Final Event Fired β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n**Example**: SelectionMediator debounces expensive operations (inspector updates, scene loading) while allowing immediate lightweight updates (status bar)\n\n---\n\n## Subscriber Lifecycle\n\n### Subscription Methods\n\n#### 1. Subscribe to All Events\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe(\n [](const EditorEvent& event) {\n // Handle all events\n std::cout << \"Event: \" << (int)event.type << std::endl;\n }\n);\n```\n\n#### 2. Subscribe by Event Type\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe(\n EditorEventType::SelectionChanged,\n [](const EditorEvent& event) {\n // Handle only SelectionChanged events\n }\n);\n```\n\n#### 3. Subscribe with Custom Filter\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe(\n [](const EditorEvent& event) {\n return event.source == \"SceneView\" &&\n event.type == EditorEventType::SelectionChanged;\n },\n [](const EditorEvent& event) {\n // Handle filtered events\n }\n);\n```\n\n#### 4. Type-Safe Subscription (Recommended)\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe<SelectionChangedEvent>(\n [](const SelectionChangedEvent& event) {\n // Automatically casts to correct type\n for (const auto& id : event.selectedIds) {\n std::cout << \"Selected: \" << id << std::endl;\n }\n }\n);\n```\n\n### Unsubscription\n\n#### Manual Unsubscription\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe(...);\n\n// Later...\nEventBus::instance().unsubscribe(sub);\n```\n\n#### RAII Unsubscription (Recommended)\n\n```cpp\n{\n ScopedEventSubscription scoped(&EventBus::instance(), subscription);\n // Automatically unsubscribes when scope exits\n}\n\n// Or using convenience macro\nauto sub = NM_SUBSCRIBE_EVENT(EventBus::instance(), SelectionChanged, handler);\n```\n\n#### Unsubscribe All by Type\n\n```cpp\n// Remove all handlers for a specific event type\nEventBus::instance().unsubscribeAll(EditorEventType::SelectionChanged);\n\n// Remove ALL handlers\nEventBus::instance().unsubscribeAll();\n```\n\n### Lifecycle in Mediators\n\n**Typical mediator pattern**:\n\n```cpp\nclass SelectionMediator {\npublic:\n void initialize() {\n auto& bus = EventBus::instance();\n\n // Subscribe to multiple events\n m_subscriptions.push_back(\n bus.subscribe<events::SceneObjectSelectedEvent>(\n [this](const auto& e) { onSceneObjectSelected(e); }\n )\n );\n\n m_subscriptions.push_back(\n bus.subscribe<events::StoryGraphNodeSelectedEvent>(\n [this](const auto& e) { onGraphNodeSelected(e); }\n )\n );\n }\n\n void shutdown() {\n // Unsubscribe all\n for (auto& sub : m_subscriptions) {\n EventBus::instance().unsubscribe(sub);\n }\n m_subscriptions.clear();\n }\n\nprivate:\n std::vector<EventSubscription> m_subscriptions;\n};\n```\n\n---\n\n## Thread Safety Guarantees\n\n### Thread Safety Features\n\nThe EventBus provides the following thread safety guarantees:\n\n1. **Concurrent Dispatch**: Multiple threads can call `publish()` simultaneously\n2. **Atomic Dispatch Depth**: Uses `std::atomic<int>` for tracking nested dispatch\n3. **Mutex-Protected Modifications**: All subscription changes are mutex-protected\n4. **Copy-Before-Dis
[2026-01-11T18:31:23.503Z] [INFO] patch**: Subscriber list is copied before iteration to allow safe modifications during dispatch\n\n### Implementation Details\n\n#### Dispatch Depth Tracking\n\n```cpp\nstd::atomic<int> m_dispatchDepth{0};\n\nvoid EventBus::publish(const EditorEvent& event) {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n m_dispatchDepth++; // Atomic increment\n\n // Copy subscriber list to allow modifications during dispatch\n auto subscribers = m_subscribers;\n\n for (const auto& subscriber : subscribers) {\n if (subscriber.filter(event)) {\n subscriber.handler(event);\n }\n }\n\n m_dispatchDepth--; // Atomic decrement\n\n // Process pending operations after dispatch completes\n if (m_dispatchDepth == 0 && !m_pendingOperations.empty()) {\n for (auto& op : m_pendingOperations) {\n op();\n }\n m_pendingOperations.clear();\n }\n}\n```\n\n#### Deferred Subscription Modifications\n\nWhen a handler subscribes or unsubscribes during dispatch, the operation is deferred:\n\n```cpp\nvoid EventBus::subscribe(...) {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n if (m_dispatchDepth > 0) {\n // Defer subscription until dispatch completes\n m_pendingOperations.push_back([this, handler]() {\n m_subscribers.push_back({...});\n });\n } else {\n // Apply immediately\n m_subscribers.push_back({...});\n }\n}\n```\n\n### Thread Safety Best Practices\n\n**DO**:\n- βœ… Call `publish()` from any thread\n- βœ… Subscribe/unsubscribe from any thread\n- βœ… Modify subscriptions during event handling\n- βœ… Publish events from within event handlers (nested dispatch)\n\n**DON'T**:\n- ❌ Hold locks while publishing events (deadlock risk)\n- ❌ Assume event order across threads\n- ❌ Store raw pointers to event data (copy instead)\n\n---\n\n## Qt Integration (QtEventBus)\n\n**Location**: `editor/include/NovelMind/editor/qt/qt_event_bus.hpp`\n\n### Overview\n\n`QtEventBus` wraps the core EventBus with Qt signals/slots for seamless integration with Qt widgets.\n\n### Features\n\n- **Qt Signals**: Qt-compatible signals for all major event types\n- **Re-entrance Protection**: Prevents infinite loops using `thread_local` flag\n- **Convenience Methods**: Simplified publishing for common events\n- **Automatic Bridging**: Converts EventBus events to Qt signals\n\n### Class Structure\n\n```cpp\nclass QtEventBus : public QObject {\n Q_OBJECT\npublic:\n static QtEventBus& instance();\n\n // Convenience publishing methods\n void publishSelectionChanged(const QStringList& ids, const QString& type);\n void publishPropertyChanged(const QString& objectId,\n const QString& propertyName,\n const QVariant& oldValue,\n const QVariant& newValue);\n void publishGraphNodeAdded(const QString& nodeId, const QString& nodeType);\n\nsignals:\n void selectionChanged(const QStringList& selectedIds, const QString& type);\n void propertyChanged(const QString& objectId, const QString& propertyName,\n const QVariant& oldValue, const QVariant& newValue);\n void graphNodeAdded(const QString& nodeId, const QString& nodeType);\n void projectOpened(const QString& projectPath);\n void playModeChanged(bool playing, bool paused);\n // ... and more\n\nprivate:\n QtEventBus();\n void bridgeToQtSignals();\n};\n```\n\n### Usage Example\n\n```cpp\n// Publishing from Qt code\nvoid MyPanel::onButtonClicked() {\n QtEventBus::instance().publishSelectionChanged(\n QStringList{\"obj1\", \"obj2\"},\n \"scene_object\"\n );\n}\n\n// Subscribing from Qt code\nconnect(&QtEventBus::instance(), &QtEventBus::selectionChanged,\n this, [this](const QStringList& ids, const QString& type) {\n updateSelection(ids);\n });\n```\n\n### Re-entrance Protection\n\n```cpp\n// Prevents infinite loops when Qt signals trigger EventBus events\n// that trigger Qt signals again\nthread_local bool g_inQtEventBusEmit = false;\n\nvoid QtEventBus::emitSignalFromEvent(const EditorEvent& event) {\n if (g_inQtEventBusEmit) {\n return; // Prevent re-entrance\n }\n\n g_inQtEventBusEmit = true;\n emit someQtSignal(data);\n g_inQtEventBusEmit = false;\n}\n```\n\n---\n\n## Common Usage Patterns\n\n### Pattern 1: Mediator Coordination\n\n**Scenario**: SelectionMediator coordinates selection between multiple panels\n\n```cpp\nclass SelectionMediator {\npublic:\n void initialize() {\n auto& bus = EventBus::instance();\n\n // Subscribe to selection events from all panels\n m_subscriptions.push_back(\n bus.subscribe<events::SceneObjectSelectedEvent>(\n [this](const events::SceneObjectSelectedEvent& e) {\n onSceneObjectSelected(e);\n }\n )\n );\n\n m_subscriptions.push_back(\n bus.subscribe<events::StoryGraphNodeSelectedEvent>(\n [this](const events::StoryGraphNodeSelectedEvent& e) {\n onGraphNodeSelected(e);\n }\n )\n );\n\n // Bridge Qt signals to EventBus\n if (m_storyGraph) {\n connect(m_storyGraph, &NMStoryGraphPanel::nodeSelected,\n this, [this](const QString& nodeId) {\n events::StoryGraphNodeSelectedEvent event;\n event.nodeIdString = nodeId;\n EventBus::instance().publish(event);\n });\n }\n }\n\nprivate:\n void onSceneObjectSelected(const events::SceneObjectSelectedEvent& e) {\n // Update status bar immediately (lightweight)\n updateStatusBar(e.objectId);\n\n // Debounce expensive operations\n m_inspectorUpdateTimer.start(300); // 300ms debounce\n }\n\n std::vector<EventSubscription> m_subscriptions;\n QTimer m_inspectorUpdateTimer;\n};\n```\n\n### Pattern 2: Property Mediator\n\n**Scenario**: PropertyMediator applies property changes to backend\n\n```cpp\nclass PropertyMediator {\npublic:\n void initialize() {\n auto& bus = EventBus::instance();\n\n m_subscriptions.push_back(\n bus.subscribe<events::InspectorPropertyChangedEvent>(\n [this](const events::InspectorPropertyChangedEvent& e) {\n // Apply to backend\n applyPropertyToSceneObject(e.objectId,\n e.propertyName,\n e.newValue);\n\n // Create undo command\n auto cmd = new PropertyChangeCommand(\n e.objectId, e.propertyName, e.oldValue, e.newValue\n );\n NMUndoManager::instance().pushCommand(cmd);\n\n // Notify dependents\n events::PropertyChangedEvent notification;\n notification.objectId = e.objectId;\n notification.propertyName = e.propertyName;\n bus.publish(notification);\n }\n )\n );\n }\n};\n```\n\n### Pattern 3: Scene Registry Auto-Sync\n\n**Scenario**: Story Graph automatically updates when scenes change (Issue #213)\n\n```cpp\nclass NMStoryGraphPanel {\npublic:\n void onInitialize() {\n auto& bus = EventBus::instance();\n\n // Subscribe to scene registry events\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneThumbnailUpdatedEvent>(\n [this](const events::SceneThumbnailUpdatedEvent& e) {\n onSceneThumbnailUpdated(e.sceneId, e.thumbnailPath);\n }\n )\n );\n\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneRenamedEvent>(\n [this](const events::SceneRenamedEvent& e) {\n onSceneRenamed(e.sceneId, e.newName);\n }\n )\n );\n\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneDeletedEvent>(\n [this](const events::SceneDeletedEvent& e) {\n onSceneDeleted(e.sceneId);\n }\n )\n );\n }\n\nprivate:\n void onSceneRenamed(const std::string& sceneId, const std::string& newName) {\n // Update all nodes referencing this scene\n updateAllNodesWithScene(sceneId, newName);\n }\n\n std::vector<EventSubscription> m_eventSubscriptions;\n};\n```\n\n---\n\n## Best Practices\n\n### DO βœ…\n\n1. **Use Type-Safe Subscriptions**\n ```cpp\n // Good: Type-safe\n bus.subscribe<SelectionChangedEvent>([](const SelectionChangedEvent& e) {\n // Compiler ensures correct type\n });\n ```\n\n2. **Use RAII for Subscription Management**\n ```cpp\n // Good: Automatic cleanup\n ScopedEventSubscription scoped(&bus, subscription);\n ```\n\n3. **Store Subscriptions in Member Variables**\n ```cpp\n class MyPanel {\n std::vector<EventSubscription> m_subscriptions;\n };\n ```\n\n4. **Use Debouncing for Expensive Operations**\n ```cpp\n // Debounce inspector updates to reduce load\n m_inspectorUpdateTimer.start(300); // 300ms\n ```\n\n5. **Set Meaningful Event Sources**\n ```cpp\n event.source = \"SceneView\"; // Helps with debugging\n ```\n\n6. **Use Mediators for Complex Coordination**\n ```cpp\n // Mediator handles cross-panel logic\n SelectionMediator mediates between panels\n ```\n\n### DON'T ❌\n\n1. **Don't Create Circular Event Dependencies**\n ```cpp\n // Bad: Panel A publishes β†’ Panel B publishes β†’ Panel A publishes β†’ ...\n // Use mediator to break cycles\n ```\n\n2. **Don't Hold Locks While Publishing**\n ```cpp\n // Bad: Deadlock risk\n std::lock_guard<std::mutex> lock(m_mutex);\n bus.publish(event); // ❌ Other handlers might need the lock\n ```\n\n3. **Don't Store Raw Pointers to Event Data**\n ```cpp\n // Bad: Dangling pointer after event dispatch\n const EditorEvent* storedEvent = &event; // ❌\n\n // Good: Copy the data\n std::string storedId = event.objectId; // βœ…\n ```\n\n4. **Don't Publish Events for Every Keystroke**\n ```cpp\n // Bad: Too many events\n void onTextChanged(const QString& text) {\n bus.publish(TextChangedEvent{text}); // ❌ High frequency\n }\n\n // Good: Debounce\n m_textChangeTimer.start(500); // βœ… Wait for typing pause\n ```\n\n5. **Don't Forget to Unsubscribe**\n ```cpp\n // Bad: Memory leak\n bus.subscribe(...); // ❌ No cleanup\n\n // Good: Store and unsubscribe\n m_subscription = bus.subscribe(...); // βœ…\n // In destructor: bus.unsubscribe(m_subscription);\n ```\n\n### Naming Conventions\n\n- **Event Names**: Use past tense for completed actions (`SelectionChanged`, `PropertyModified`)\n- **Event Structs**: Suffix with `Event` (`SelectionChangedEvent`)\n- **Handlers**: Prefix with `on` (`onSelectionChanged`)\n- **Sources**: Use component name (`\"SceneView\"`, `\"StoryGraph\"`)\n\n---\n\n## Performance Considerations\n\n### Optimization Techniques (Issue #468)\n\nThe EventBus is optimized for high-frequency event dispatch:\n\n1. **No Allocation During Dispatch**: Subscriber list is copied once before iteration\n2. **Deferred Modifications**: Subscribe/unsubscribe during dispatch are queued\n3. **Atomic Dispatch Depth**: Lock-free tracking of nested dispatch\n4. **Minimal Locking**: Mutex only held during critical sections\n\n### Performance Targets\n\n- **Dispatch time**: < 5Β΅s per subscriber for simple events\n- **Throughput**: 100,000 handler invocations in < 500ms\n- **Memory**: No heap allocations during dispatch (after warm-up)\n\n### Benchmarking\n\n**Test**: `tests/unit/test_event_bus.cpp`\n\n```cpp\nTEST_CASE(\"Dispatch performance with 100 subscribers\") {\n EventBus bus;\n\n // Subscribe 100 handlers\n for (int i = 0; i < 100; i++) {\n bus.subscribe([](const EditorEvent&) {\n // Minimal work\n });\n }\n\n // Dispatch 1000 events\n auto start = std::chrono::high_resolution_clock::now();\n for (int i = 0; i < 1000; i++) {\n TestEvent event;\n bus.publish(event);\n }\n auto end = std::chrono::high_resolution_clock::now();\n\n auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(\n end - start\n ).count();\n\n REQUIRE(duration < 500); // 100k handler calls in < 500ms\n}\n```\n\n### When to Use Asynchronous Mode\n\n```cpp\n// For low-priority events, use queued dispatch\nbus.setSynchronous(false);\nbus.queueEvent(std::make_unique<LowPriorityEvent>());\n\n// Process queue when ready\nbus.processQueuedEvents();\n```\n\n**Use cases for async**:\n- Analytics/telemetry events\n- Background logging\n- Non-critical notifications\n- Batch processing\n\n---\n\n## Debugging and Troubleshooting\n\n### Event History\n\nEnable event history for debugging:\n\n```cpp\nEventBus::instance().setHistoryEnabled(true);\n\n// ... perform operations ...\n\n// Inspect history\nconst auto& history = EventBus::instance().getEventHistory();\nfor (const auto& event : history) {\n std::cout << \"Event: \" << (int)event->type\n << \" from \" << event->source\n << \" at \" << formatTimestamp(event->timestamp)\n << std::endl;\n}\n```\n\n**Note**: History is bounded to last 100 events to prevent memory growth.\n\n### Common Issues\n\n#### Issue: Event Not Received\n\n**Symptoms**: Subscriber not called when event published\n\n**Debugging**:\n1. Check event type matches:\n ```cpp\n // Ensure types match exactly\n bus.subscribe(EditorEventType::SelectionChanged, ...);\n bus.publish(SelectionChangedEvent{}); // type = SelectionChanged\n ```\n\n2. Check filter logic:\n ```cpp\n // Filter might be too restrictive\n bus.subscribe([](const EditorEvent& e) {\n return e.source == \"SceneView\"; // Only matches this source\n }, handler);\n ```\n\n3. Verify subscription is active:\n ```cpp\n auto sub = bus.subscribe(...);\n REQUIRE(sub.isValid()); // Check subscription created successfully\n ```\n\n#### Issue: Circular Event Loop\n\n**Symptoms**: Stack overflow, infinite recursion\n\n**Solution**: Use mediator to break cycles:\n\n```cpp\n// Bad: Direct cycle\nPanel A publishes β†’ Panel B handles & publishes β†’ Panel A handles & publishes β†’ ...\n\n// Good: Mediator breaks cycle\nPanel A publishes β†’ Mediator handles & coordinates β†’ Panel B updates (no publish)\n```\n\n#### Issue: Performance Degradation\n\n**Symptoms**: Slow UI updates, high CPU usage\n\n**Solutions**:\n1. Enable debouncing:\n ```cpp\n QTimer debounceTimer;\n debounceTimer.setSingleShot(true);\n debounceTimer.setInterval(300);\n ```\n\n2. Profile handler execution:\n ```cpp\n bus.subscribe<ExpensiveEvent>([](const auto& e) {\n auto start = std::chrono::high_resolution_clock::now();\n // ... handler logic ...\n auto duration = std::chrono::duration_cast<std::chrono::microseconds>(\n std::chrono::high_resolution_clock::now() - start\n ).count();\n if (duration > 1000) {\n qWarning() << \"Slow handler:\" << duration << \"Β΅s\";\n }\n });\n ```\n\n3. Reduce subscription count:\n ```cpp\n // Instead of subscribing to every event, filter efficiently\n bus.subscribe<SelectionChangedEvent>(...); // Specific type\n // Not: bus.subscribe([](const EditorEvent&) {...}); // All events\n ```\n\n---\n\n## Event Flow Diagrams\n\n### Diagram 1: Basic Event Flow\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Event Publishing Flow β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n\n Publisher EventBus Subscribers\n β”‚ β”‚ β”‚\n β”‚ publish(event) β”‚ β”‚\n β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Lock mutex β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Increment dispatch depth β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Copy subscriber list β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ For each subscriber: β”‚\n β”‚ β”‚ - Check filter β”‚\n β”‚ β”‚ - Call handler β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚\n β”‚ β”‚ β”‚ handler(event)\n β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚ β”‚ β”‚\n β”‚ β”‚ Decrement dispatch depth β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Process pending ops β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Unlock mutex β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n │◄──────────────────────── β”‚\n β”‚ return β”‚ β”‚\n β”‚ β”‚ β”‚\n```\n\n### Diagram 2: Subscription Lifecycle\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Subscription Lifecycle β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Created β”‚\nβ”‚ (unsubscr.) β”‚\nβ””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”‚ subscribe(handler)\n β”‚\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Active │────────────┐\nβ”‚ (receiving) β”‚ β”‚ event published\nβ””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β–Ό\n β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\n β”‚ β”‚ Handler β”‚\n β”‚ β”‚ Executed β”‚\n β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”‚ unsubscribe() or\n β”‚ ScopedEventSubscription destroyed\n β”‚\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Inactive β”‚\nβ”‚ (cleanup) β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n### Diagram 3: Mediator Pattern Flow\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Mediator Coordination β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n\nSceneView EventBus Mediator Inspector\n β”‚ β”‚ β”‚ β”‚\n β”‚ User selects β”‚ β”‚ β”‚\n β”‚ object β”‚ β”‚ β”‚\n β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚ β”‚\n β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ publish( β”‚ β”‚ β”‚\n β”‚ SelectionEvent) β”‚ β”‚ β”‚\n β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ notify β”‚ β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚ β”‚\n β”‚ β”‚ β”‚ onSelection() β”‚\n β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ - Validate β”‚\n β”‚ β”‚ β”‚ - Transform β”‚\n β”‚ β”‚ β”‚ - Debounce β”‚\n β”‚ β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ publish( β”‚\n β”‚ β”‚ β”‚ UpdateEvent) β”‚\n β”‚ │◄──────────────── β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ notify β”‚ β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚ update UI\n β”‚ β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”\n β”‚ β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚β—„β”€β”€β”€β”€β”€β”˜\n```\n\n---\n\n## Summary\n\nThe EventBus system provides a robust, thread-safe, and high-performance foundation for editor component communication. Key takeaways:\n\n1. **Use type-safe subscriptions** (`subscribe<T>()`) for compile-time safety\n2. **Leverage mediators** for complex cross-panel coordination\n3. **Apply debouncing** for high-frequency or expensive operations\n4. **Enable RAII** (`ScopedEventSubscription`) for automatic cleanup\n5. **Trust thread safety** - publish and subscribe from any thread safely\n6. **Profile performance** if handling thousands of events per second\n7. **Use event history** for debugging event flow issues\n\nFor implementation examples, see:\n- **Tests**: `tests/unit/test_event_bus.cpp`\n- **Mediators**: `editor/src/mediators/`\n- **Panels**: `editor/src/qt/panels/`\n\nFor related documentation:\n- [gui_architecture.md](gui_architecture.md) - Overall GUI architecture\n- [SCENE_STORY_GRAPH_PIPELINE.md](SCENE_STORY_GRAPH_PIPELINE.md) - Scene/graph integration\n\n---\n\n**Document Version**: 1.0\n**Last Updated**: 2026-01-11\n**Related Issues**: #527 (Documentation), #468 (Performance), #569 (Thread Safety), #213 (Scene Registry)\n"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":4,"cache_creation_input_tokens":469,"cache_read_input_tokens":49653,"cache_creation":{"ephemeral_5m_input_tokens":469,"ephemeral_1h_input_tokens":0},"output_tokens":10544,"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"5507650e-d176-48f7-b1da-4d1442ecd97e","uuid":"4ea1edab-75da-421a-8458-7425d2050735"}
[2026-01-11T18:31:23.540Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_0116UC8D8fYW2qpuHmVQuMMj","type":"tool_result","content":"File created successfully at: /tmp/gh-issue-solver-1768155806997/docs/eventbus_architecture.md"}]},"parent_tool_use_id":null,"session_id":"5507650e-d176-48f7-b1da-4d1442ecd97e","uuid":"ef06f230-3e38-4125-8e15-5e4fb21a72d5","tool_use_result":{"type":"create","filePath":"/tmp/gh-issue-solver-1768155806997/docs/eventbus_architecture.md","content":"# EventBus Architecture Documentation\n\n> **See also**: [gui_architecture.md](gui_architecture.md) - GUI architecture overview\n> **See also**: [SCENE_STORY_GRAPH_PIPELINE.md](SCENE_STORY_GRAPH_PIPELINE.md) - Scene and Story Graph integration\n\nThis document provides comprehensive architecture documentation for the NovelMind editor's EventBus system, including event flow patterns, subscriber lifecycle, best practices, and thread safety guarantees.\n\n## Table of Contents\n\n1. [Overview](#overview)\n2. [Core Architecture](#core-architecture)\n3. [Event Type System](#event-type-system)\n4. [Event Flow Patterns](#event-flow-patterns)\n5. [Subscriber Lifecycle](#subscriber-lifecycle)\n6. [Thread Safety Guarantees](#thread-safety-guarantees)\n7. [Qt Integration (QtEventBus)](#qt-integration-qteventbus)\n8. [Common Usage Patterns](#common-usage-patterns)\n9. [Best Practices](#best-practices)\n10. [Performance Considerations](#performance-considerations)\n11. [Debugging and Troubleshooting](#debugging-and-troubleshooting)\n\n---\n\n## Overview\n\nThe EventBus system is a **centralized, thread-safe event dispatching system** that enables loose coupling between editor components. It implements the Observer pattern and serves as the communication backbone for the NovelMind editor.\n\n### Key Features\n\n- **Type-safe event publishing and subscription**\n- **Thread-safe concurrent dispatch** with mutex protection\n- **Synchronous and asynchronous processing modes**\n- **Event filtering** by type or custom predicates\n- **RAII-based subscription management**\n- **Event history** for debugging (optional)\n- **Deferred subscription modifications** to prevent iterator invalidation\n- **Qt integration layer** for seamless Qt signals/slots interoperability\n\n### Design Goals\n\n1. **Loose Coupling**: Panels and systems communicate without direct references\n2. **Type Safety**: Compile-time type checking for event handlers\n3. **Performance**: Minimal overhead, optimized for high-frequency events\n4. **Thread Safety**: Safe concurrent access from multiple threads\n5. **Debuggability**: Event history and diagnostic tools\n\n---\n\n## Core Architecture\n\n### Class Hierarchy\n\n```\nEventBus (Singleton)\nβ”œβ”€β”€ EditorEvent (base class for all events)\nβ”‚ β”œβ”€β”€ SelectionChangedEvent\nβ”‚ β”œβ”€β”€ PropertyChangedEvent\nβ”‚ β”œβ”€β”€ GraphNodeAddedEvent\nβ”‚ └── ... (80+ event types)\nβ”œβ”€β”€ EventSubscription (handle for managing subscriptions)\n└── ScopedEventSubscription (RAII wrapper)\n\nQtEventBus (Qt wrapper)\nβ”œβ”€β”€ Qt signals/slots integration\n└── Re-entrance protection\n```\n\n### EventBus Class\n\n**Location**: `editor/include/NovelMind/editor/event_bus.hpp` and `editor/src/event_bus.cpp`\n\n```cpp\nclass EventBus {\npublic:\n // Singleton access\n static EventBus& instance();\n\n // Publishing events\n void publish(const EditorEvent& event);\n void publish(std::unique_ptr<EditorEvent> event);\n void queueEvent(std::unique_ptr<EditorEvent> event);\n void processQueuedEvents();\n\n // Subscribing to events\n EventSubscription subscribe(EventHandler handler);\n EventSubscription subscribe(EditorEventType type, EventHandler handler);\n EventSubscription subscribe(EventFilter filter, EventHandler handler);\n template <typename T>\n EventSubscription subscribe(TypedEventHandler<T> handler);\n\n // Unsubscribing\n void unsubscribe(const EventSubscription& subscription);\n void unsubscribeAll(EditorEventType type);\n void unsubscribeAll();\n\n
[2026-01-11T18:31:23.549Z] [INFO] // Configuration\n void setSynchronous(bool sync);\n void setHistoryEnabled(bool enabled);\n const std::vector<std::unique_ptr<EditorEvent>>& getEventHistory() const;\n\nprivate:\n EventBus(); // Private constructor (singleton)\n ~EventBus();\n\n std::vector<SubscriberInfo> m_subscribers;\n std::queue<std::unique_ptr<EditorEvent>> m_eventQueue;\n std::vector<std::unique_ptr<EditorEvent>> m_eventHistory;\n std::mutex m_mutex;\n std::atomic<int> m_dispatchDepth{0};\n std::vector<std::function<void()>> m_pendingOperations;\n bool m_synchronous{true};\n bool m_historyEnabled{false};\n};\n```\n\n### EditorEvent Base Class\n\nAll events inherit from `EditorEvent`:\n\n```cpp\nclass EditorEvent {\npublic:\n EditorEventType type;\n std::string source; // Component that generated the event\n std::chrono::steady_clock::time_point timestamp;\n\n virtual ~EditorEvent() = default;\n\nprotected:\n EditorEvent(EditorEventType type, const std::string& source = \"\");\n};\n```\n\n### EventSubscription Handle\n\nSubscription handles use RAII for automatic cleanup:\n\n```cpp\nclass EventSubscription {\npublic:\n EventSubscription() = default;\n EventSubscription(uint64_t id);\n\n uint64_t id() const { return m_id; }\n bool isValid() const { return m_id != 0; }\n\nprivate:\n uint64_t m_id{0};\n};\n\n// RAII wrapper\nclass ScopedEventSubscription {\npublic:\n ScopedEventSubscription(EventBus* bus, EventSubscription sub);\n ~ScopedEventSubscription();\n\n ScopedEventSubscription(const ScopedEventSubscription&) = delete;\n ScopedEventSubscription& operator=(const ScopedEventSubscription&) = delete;\n\nprivate:\n EventBus* m_bus;\n EventSubscription m_subscription;\n};\n```\n\n---\n\n## Event Type System\n\nThe EventBus supports **80+ event types** organized into categories.\n\n### Event Type Enumeration\n\n**Location**: `editor/include/NovelMind/editor/event_bus.hpp:48-120`\n\n```cpp\nenum class EditorEventType {\n // Selection Events (2)\n SelectionChanged = 0,\n PrimarySelectionChanged,\n\n // Property Events (3)\n PropertyChanged,\n PropertyChangeStarted,\n PropertyChangeEnded,\n\n // Graph Events (6)\n GraphNodeAdded,\n GraphNodeRemoved,\n GraphNodeMoved,\n GraphConnectionAdded,\n GraphConnectionRemoved,\n GraphValidationChanged,\n\n // Timeline Events (6)\n TimelineKeyframeAdded,\n TimelineKeyframeRemoved,\n TimelineKeyframeMoved,\n TimelineTrackAdded,\n TimelineTrackRemoved,\n TimelinePlaybackChanged,\n\n // Scene Events (5)\n SceneObjectAdded,\n SceneObjectRemoved,\n SceneObjectMoved,\n SceneObjectTransformed,\n SceneLayerChanged,\n\n // Project Events (5)\n ProjectCreated,\n ProjectOpened,\n ProjectClosed,\n ProjectSaved,\n ProjectModified,\n\n // Undo/Redo Events (3)\n UndoPerformed,\n RedoPerformed,\n UndoStackChanged,\n\n // Play Mode Events (5)\n PlayModeStarted,\n PlayModePaused,\n PlayModeResumed,\n PlayModeStopped,\n PlayModeFrameAdvanced,\n\n // Asset Events (5)\n AssetImported,\n AssetDeleted,\n AssetRenamed,\n AssetMoved,\n AssetModified,\n\n // Error/Diagnostic Events (4)\n ErrorOccurred,\n WarningOccurred,\n DiagnosticAdded,\n DiagnosticCleared,\n\n // UI Events (3)\n PanelFocusChanged,\n LayoutChanged,\n ThemeChanged,\n\n // Custom Events (extensible)\n CustomEventBase = 1000\n};\n```\n\n### Domain-Specific Events\n\n**Location**: `editor/include/NovelMind/editor/events/panel_events.hpp`\n\nAdditional **40+ specialized events** including:\n\n- **Scene Events**: SceneObjectSelectedEvent, SceneObjectPositionChangedEvent\n- **Story Graph Events**: StoryGraphNodeSelectedEvent, SceneNodeDoubleClickedEvent\n- **Voice/Audio Events**: VoiceClipAssignRequestedEvent, VoiceRecordingRequestedEvent\n- **Navigation Events**: NavigationRequestedEvent, NavigateToScriptDefinitionEvent\n- **Scene Registry Events**: SceneCreatedEvent, SceneRenamedEvent, SceneThumbnailUpdatedEvent\n\n### Common Event Types\n\n#### SelectionChangedEvent\n\n```cpp\nstruct SelectionChangedEvent : public EditorEvent {\n std::vector<std::string> selectedIds;\n std::string selectionType; // \"scene_object\", \"graph_node\", etc.\n\n SelectionChangedEvent() : EditorEvent(EditorEventType::SelectionChanged) {}\n};\n```\n\n#### PropertyChangedEvent\n\n```cpp\nstruct PropertyChangedEvent : public EditorEvent {\n std::string objectId;\n std::string propertyName;\n std::any oldValue;\n std::any newValue;\n\n PropertyChangedEvent() : EditorEvent(EditorEventType::PropertyChanged) {}\n};\n```\n\n#### GraphNodeAddedEvent\n\n```cpp\nstruct GraphNodeAddedEvent : public EditorEvent {\n std::string nodeId;\n std::string nodeType;\n QPointF position;\n\n GraphNodeAddedEvent() : EditorEvent(EditorEventType::GraphNodeAdded) {}\n};\n```\n\n---\n\n## Event Flow Patterns\n\n### Pattern 1: Direct Event Flow (Panel to Panel)\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Panel A β”‚ β”‚ Panel B β”‚\nβ”‚ β”‚ β”‚ β”‚\nβ”‚ User Action β”‚ β”‚ β”‚\nβ””β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β–²β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚ β”‚\n β”‚ publish(event) β”‚\n β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ EventBus β”‚ β”‚\n β”‚ (Singleton) β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚\n β”‚ notify subscribers β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n**Example**: User selects object in SceneView β†’ Inspector updates properties\n\n### Pattern 2: Mediator Pattern (Coordinated Flow)\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Panel A β”‚ β”‚ Panel B β”‚ β”‚ Panel C β”‚\nβ””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β–²β”€β”€β”€β”€β”€β”€β”˜\n β”‚ β”‚ β”‚\n β”‚ publish(event1) β”‚ β”‚\n β”‚ β”‚ β”‚\n └───────────────────┼─────────────────────\n β”‚ β”‚\n β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ EventBus β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚\n β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ Mediator β”‚ β”‚\n β”‚ (Subscriber) β”‚ β”‚\n β”‚ - Coordinates β”‚ β”‚\n β”‚ - Transforms β”‚ β”‚\n β”‚ - Validates β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚\n β”‚ publish(event2) β”‚\n β”‚ β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n**Example**: PropertyMediator subscribes to PropertyChanged events, applies changes to backend, and publishes completion events\n\n### Pattern 3: Qt Signal Bridge\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Qt Widget β”‚\nβ”‚ (Qt Signals) β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚ Qt signal\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ connect() β”‚\nβ”‚ Lambda/Slot β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”‚ publish(event)\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ EventBus β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚ notify\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Subscribers β”‚\nβ”‚ (EventBus) β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n**Example**: Qt button clicked β†’ Lambda converts to EventBus event β†’ All subscribers notified\n\n### Pattern 4: Debounced Events\n\n```\nTime: ─────────────────────────────────────────────►\n\nEvents: E E E E E E E E E E\n β”‚ β”‚ β”‚ β”‚ β”‚ β”‚ β”‚ β”‚ β”‚ β”‚\n β””β”€β”€β”΄β”€β”΄β”€β”€β”΄β”€β”€β”€β”€β”΄β”€β”΄β”€β”΄β”€β”΄β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\n β”‚ Debounce Timer (300ms) β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\n β”‚ Final Event Fired β”‚\n β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n**Example**: SelectionMediator debounces expensive operations (inspector updates, scene loading) while allowing immediate lightweight updates (status bar)\n\n---\n\n## Subscriber Lifecycle\n\n### Subscription Methods\n\n#### 1. Subscribe to All Events\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe(\n [](const EditorEvent& event) {\n // Handle all events\n std::cout << \"Event: \" << (int)event.type << std::endl;\n }\n);\n```\n\n#### 2. Subscribe by Event Type\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe(\n EditorEventType::SelectionChanged,\n [](const EditorEvent& event) {\n // Handle only SelectionChanged events\n }\n);\n```\n\n#### 3. Subscribe with Custom Filter\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe(\n [](const EditorEvent& event) {\n return event.source == \"SceneView\" &&\n event.type == EditorEventType::SelectionChanged;\n },\n [](const EditorEvent& event) {\n // Handle filtered events\n }\n);\n```\n\n#### 4. Type-Safe Subscription (Recommended)\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe<SelectionChangedEvent>(\n [](const SelectionChangedEvent& event) {\n // Automatically casts to correct type\n for (const auto& id : event.selectedIds) {\n std::cout << \"Selected: \" << id << std::endl;\n }\n }\n);\n```\n\n### Unsubscription\n\n#### Manual Unsubscription\n\n```cpp\nEventSubscription sub = EventBus::instance().subscribe(...);\n\n// Later...\nEventBus::instance().unsubscribe(sub);\n```\n\n#### RAII Unsubscription (Recommended)\n\n```cpp\n{\n ScopedEventSubscription scoped(&EventBus::instance(), subscription);\n // Automatically unsubscribes when scope exits\n}\n\n// Or using convenience macro\nauto sub = NM_SUBSCRIBE_EVENT(EventBus::instance(), SelectionChanged, handler);\n```\n\n#### Unsubscribe All by Type\n\n```cpp\n// Remove all handlers for a specific event type\nEventBus::instance().unsubscribeAll(EditorEventType::SelectionChanged);\n\n// Remove ALL handlers\nEventBus::instance().unsubscribeAll();\n```\n\n### Lifecycle in Mediators\n\n**Typical mediator pattern**:\n\n```cpp\nclass SelectionMediator {\npublic:\n void initialize() {\n auto& bus = EventBus::instance();\n\n // Subscribe to multiple events\n m_subscriptions.push_back(\n bus.subscribe<events::SceneObjectSelectedEvent>(\n [this](const auto& e) { onSceneObjectSelected(e); }\n )\n );\n\n m_subscriptions.push_back(\n bus.subscribe<events::StoryGraphNodeSelectedEvent>(\n [this](const auto& e) { onGraphNodeSelected(e); }\n )\n );\n }\n\n void shutdown() {\n // Unsubscribe all\n for (auto& sub : m_subscriptions) {\n EventBus::instance().unsubscribe(sub);\n }\n m_subscriptions.clear();\n }\n\nprivate:\n std::vector<EventSubscription> m_subscriptions;\n};\n```\n\n---\n\n## Thread Safety Guarantees\n\n### Thread Safety Features\n\nThe EventBus provides the following thread safety guarantees:\n\n1. **Concurrent Dispatch**: Multiple threads can call `publish()` simultaneously\n2. **Atomic Dispatch Depth**: Uses `std::atomic<int>` for tracking nested dispatch\n3. **Mutex-Protected Modifications**: All subscription changes are mutex-protected\n4. **Copy-Before-Dispatch**: Subscriber list is copied before iteration to allow safe modifications during dispatch\n\n### Implementation Details\n\n#### Dispatch Depth Tracking\n\n```cpp\nstd::atomic<int> m_dispatchDepth{0};\n\nvoid EventBus::publish(const EditorEvent& event) {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n m_dispatchDepth++; // Atomic increment\n\n // Copy subscriber list to allow modifications during dispatch\n auto subscribers = m_subscribers;\n\n for (const auto& subscriber : subscribers) {\n if (subscriber.filter(event)) {\n subscriber.handler(event);\n }\n }\n\n m_dispatchDepth--; // Atomic decrement\n\n // Process pending operations after dispatch completes\n if (m_dispatchDepth == 0 && !m_pendingOperations.empty()) {\n for (auto& op : m_pendingOperations) {\n op();\n }\n m_pendingOperations.clear();\n }\n}\n```\n\n#### Deferred Subscription Modifications\n\nWhen a handler subscribes or unsubscribes during dispatch, the operation is deferred:\n\n```cpp\nvoid EventBus::subscribe(...) {\n std::lock_guard<std::mutex> lock(m_mutex);\n\n if (m_dispatchDepth > 0) {\n // Defer subscription until dispatch completes\n m_pendingOperations.push_back([this, handler]() {\n m_subscribers.push_back({...});\n });\n } else {\n // Apply immediately\n m_subscribers.push_back({...});\n }\n}\n```\n\n### Thread Safety Best Practices\n\n**DO**:\n- βœ… Call `publish()` from any thread\n- βœ… Subscribe/unsubscribe from any thread\n- βœ… Modify subscriptions during event handling\n- βœ… Publish events from within event handlers (nested dispatch)\n\n**DON'T**:\n- ❌ Hold locks while publishing events (deadlock risk)\n- ❌ Assume event order across threads\n- ❌ Store raw pointers to event data (copy instead)\n\n---\n\n## Qt Integration (QtEventBus)\n\n**Location**: `editor/include/NovelMind/editor/qt/qt_event_bus.hpp`\n\n### Overview\n\n`QtEventBus` wraps the core EventBus with Qt signals/slots for seamless integration with Qt widgets.\n\n### Features\n\n- **Qt Signals**: Qt-compatible signals for all major event types\n- **Re-entrance Protection**: Prevents infinite loops using `thread_local` flag\n- **Convenience Methods**: Simplified publishing for common events\n- **Automatic Bridging**: Converts EventBus events to Qt signals\n\n### Class Structure\n\n```cpp\nclass QtEventBus : public QObject {\n Q_OBJECT\npublic:\n static QtEventBus& instance();\n\n // Convenience publishing methods\n void publishSelectionChanged(const QStringList& ids, const QString& type);\n void publishPropertyChanged(const QString& objectId,\n const QString& propertyName,\n const QVariant& oldValue,\n const QVariant& newValue);\n void publishGraphNodeAdded(const QString& nodeId, const QString& nodeType);\n\nsignals:\n void selectionChanged(const QStringList& selectedIds, const QString& type);\n void propertyChanged(const QString& objectId, const QString& propertyName,\n const QVariant& oldValue, const QVariant& newValue);\n void graphNodeAdded(const QString& nodeId, const QString& nodeType);\n void projectOpened(const QString& projectPath);\n void playModeChanged(bool playing, bool paused);\n // ... and more\n\nprivate:\n QtEventBus();\n void bridgeToQtSignals();\n};\n```\n\n### Usage Example\n\n```cpp\n// Publishing from Qt code\nvoid MyPanel::onButtonClicked() {\n QtEventBus::instance().publishSelectionChanged(\n QStringList{\"obj1\", \"obj2\"},\n \"scene_object\"\n );\n}\n\n// Subscribing from Qt code\nconnect(&QtEventBus::instance(), &QtEventBus::selectionChanged,\n this, [this](const QStringList& ids, const QString& type) {\n updateSelection(ids);\n });\n```\n\n### Re-entrance Protection\n\n```cpp\n// Prevents infinite loops when Qt signals trigger EventBus events\n// that trigger Qt signals again\nthread_local bool g_inQtEventBusEmit = false;\n\nvoid QtEventBus::emitSignalFromEvent(const EditorEvent& event) {\n if (g_inQtEventBusEmit) {\n return; // Prevent re-entrance\n }\n\n g_inQtEventBusEmit = true;\n emit someQtSignal(data);\n g_inQtEventBusEmit = false;\n}\n```\n\n---\n\n## Common Usage Patterns\n\n### Pattern 1: Mediator Coordination\n\n**Scenario**: SelectionMediator coordinates selection between multiple panels\n\n```cpp\nclass SelectionMediator {\npublic:\n void initialize() {\n auto& bus = EventBus::instance();\n\n // Subscribe to selection events from all panels\n m_subscriptions.push_back(\n bus.subscribe<events::SceneObjectSelectedEvent>(\n [this](const events::SceneObjectSelectedEvent& e) {\n onSceneObjectSelected(e);\n }\n )\n );\n\n m_subscriptions.push_back(\n bus.subscribe<events::StoryGraphNodeSelectedEvent>(\n [this](const events::StoryGraphNodeSelectedEvent& e) {\n onGraphNodeSelected(e);\n }\n )\n );\n\n // Bridge Qt signals to EventBus\n if (m_storyGraph) {\n connect(m_storyGraph, &NMStoryGraphPanel::nodeSelected,\n this, [this](const QString& nodeId) {\n events::StoryGraphNodeSelectedEvent event;\n event.nodeIdString = nodeId;\n EventBus::instance().publish(event);\n });\n }\n }\n\nprivate:\n void onSceneObjectSelected(const events::SceneObjectSelectedEvent& e) {\n // Update status bar immediately (lightweight)\n updateStatusBar(e.objectId);\n\n // Debounce expensive operations\n m_inspectorUpdateTimer.start(300); // 300ms debounce\n }\n\n std::vector<EventSubscription> m_subscriptions;\n QTimer m_inspectorUpdateTimer;\n};\n```\n\n### Pattern 2: Property Mediator\n\n**Scenario**: PropertyMediator applies property changes to backend\n\n```cpp\nclass PropertyMediator {\npublic:\n void initialize() {\n auto& bus = EventBus::instance();\n\n m_subscriptions.push_back(\n bus.subscribe<events::InspectorPropertyChangedEvent>(\n [this](const events::InspectorPropertyChangedEvent& e) {\n // Apply to backend\n applyPropertyToSceneObject(e.objectId,\n e.propertyName,\n e.newValue);\n\n // Create undo command\n auto cmd = new PropertyChangeCommand(\n e.objectId, e.propertyName, e.oldValue, e.newValue\n );\n NMUndoManager::instance().pushCommand(cmd);\n\n // Notify dependents\n events::PropertyChangedEvent notification;\n notification.objectId = e.objectId;\n notification.propertyName = e.propertyName;\n bus.publish(notification);\n }\n )\n );\n }\n};\n```\n\n### Pattern 3: Scene Registry Auto-Sync\n\n**Scenario**: Story Graph automatically updates when scenes change (Issue #213)\n\n```cpp\nclass NMStoryGraphPanel {\npublic:\n void onInitialize() {\n auto& bus = EventBus::instance();\n\n // Subscribe to scene registry events\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneThumbnailUpdatedEvent>(\n [this](const events::SceneThumbnailUpdatedEvent& e) {\n onSceneThumbnailUpdated(e.sceneId, e.thumbnailPath);\n }\n )\n );\n\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneRenamedEvent>(\n [this](const events::SceneRenamedEvent& e) {\n onSceneRenamed(e.sceneId, e.newName);\n }\n )\n );\n\n m_eventSubscriptions.push_back(\n bus.subscribe<events::SceneDeletedEvent>(\n [this](const events::SceneDeletedEvent& e) {\n onSceneDeleted(e.sceneId);\n }\n )\n );\n }\n\nprivate:\n void onSceneRenamed(const std::string& sceneId, const std::string& newName) {\n // Update all nodes referencing this scene\n updateAllNodesWithScene(sceneId, newName);\n }\n\n std::vector<EventSubscription> m_eventSubscriptions;\n};\n```\n\n---\n\n## Best Practices\n\n### DO βœ…\n\n1. **Use Type-Safe Subscriptions**\n ```cpp\n // Good: Type-safe\n bus.subscribe<SelectionChangedEvent>([](const SelectionChangedEvent& e) {\n // Compiler ensures correct type\n });\n ```\n\n2. **Use RAII for Subscription Management**\n ```cpp\n // Good: Automatic cleanup\n ScopedEventSubscription scoped(&bus, subscription);\n ```\n\n3. **Store Subscriptions in Member Variables**\n ```cpp\n class MyPanel {\n std::vector<EventSubscription> m_subscriptions;\n };\n ```\n\n4. **Use Debouncing for Expensive Operations**\n ```cpp\n // Debounce inspector updates to reduce load\n m_inspectorUpdateTimer.start(300); // 300ms\n ```\n\n5. **Set Meaningful Event Sources**\n ```cpp\n event.source = \"SceneView\"; // Helps with debugging\n ```\n\n6. **Use Mediators for Complex Coordination**\n ```cpp\n // Mediator handles cross-panel logic\n SelectionMediator mediates between panels\n ```\n\n### DON'T ❌\n\n1. **Don't Create Circular Event Dependencies**\n ```cpp\n // Bad: Panel A publishes β†’ Panel B publishes β†’ Panel A publishes β†’ ...\n // Use mediator to break cycles\n ```\n\n2. **Don't Hold Locks While Publishing**\n ```cpp\n // Bad: Deadlock risk\n std::lock_guard<std::mutex> lock(m_mutex);\n bus.publish(event); // ❌ Other handlers might need the lock\n ```\n\n3. **Don't Store Raw Pointers to Event Data**\n ```cpp\n // Bad: Dangling pointer after event dispatch\n const EditorEvent* storedEvent = &event; // ❌\n\n // Good: Copy the data\n std::string storedId = event.objectId; // βœ…\n ```\n\n4. **Don't Publish Events for Every Keystroke**\n ```cpp\n // Bad: Too many events\n void onTextChanged(const QString& text) {\n bus.publish(TextChangedEvent{text}); // ❌ High frequency\n }\n\n // Good: Debounce\n m_textChangeTimer.start(500); // βœ… Wait for typing pause\n ```\n\n5. **Don't Forget to Unsubscribe**\n ```cpp\n // Bad: Memory leak\n bus.subscribe(...); // ❌ No cleanup\n\n // Good: Store and unsubscribe\n m_subscription = bus.subscribe(...); // βœ…\n // In destructor: bus.unsubscribe(m_subscription);\n ```\n\n### Naming Conventions\n\n- **Event Names**: Use past tense for completed actions (`SelectionChanged`, `PropertyModified`)\n- **Event Structs**: Suffix with `Event` (`SelectionChangedEvent`)\n- **Handlers**: Prefix with `on` (`onSelectionChanged`)\n- **Sources**: Use component name (`\"SceneView\"`, `\"StoryGraph\"`)\n\n---\n\n## Performance Considerations\n\n### Optimization Techniques (Issue #468)\n\nThe EventBus is optimized for high-frequency event dispatch:\n\n1. **No Allocation During Dispatch**: Subscriber list is copied once before iteration\n2. **Deferred Modifications**: Subscribe/unsubscribe during dispatch are queued\n3. **Atomic Dispatch Depth**: Lock-free tracking of nested dispatch\n4. **Minimal Locking**: Mutex only held during critical sections\n\n### Performance Targets\n\n- **Dispatch time**: < 5Β΅s per subscriber for simple events\n- **Throughput**: 100,000 handler invocations in < 500ms\n- **Memory**: No heap allocations during dispatch (after warm-up)\n\n### Benchmarking\n\n**Test**: `tests/unit/test_event_bus.cpp`\n\n```cpp\nTEST_CASE(\"Dispatch performance with 100 subscribers\") {\n EventBus bus;\n\n // Subscribe 100 handlers\n for (int i = 0; i < 100; i++) {\n bus.subscribe([](const EditorEvent&) {\n // Minimal work\n });\n }\n\n // Dispatch 1000 events\n auto start = std::chrono::high_resolution_clock::now();\n for (int i = 0; i < 1000; i++) {\n TestEvent event;\n bus.publish(event);\n }\n auto end = std::chrono::high_resolution_clock::now();\n\n auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(\n end - start\n ).count();\n\n REQUIRE(duration < 500); // 100k handler calls in < 500ms\n}\n```\n\n### When to Use Asynchronous Mode\n\n```cpp\n// For low-priority events, use queued dispatch\nbus.setSynchronous(false);\nbus.queueEvent(std::make_unique<LowPriorityEvent>());\n\n// Process queue when ready\nbus.processQueuedEvents();\n```\n\n**Use cases for async**:\n- Analytics/telemetry events\n- Background logging\n- Non-critical notifications\n- Batch processing\n\n---\n\n## Debugging and Troubleshooting\n\n### Event History\n\nEnable event history for debugging:\n\n```cpp\nEventBus::instance().setHistoryEnabled(true);\n\n// ... perform operations ...\n\n// Inspect history\nconst auto& history = EventBus::instance().getEventHistory();\nfor (const auto& event : history) {\n std::cout << \"Event: \" << (int)event->type\n << \" from \" << event->source\n << \" at \" << formatTimestamp(event->timestamp)\n << std::endl;\n}\n```\n\n**Note**: History is bounded to last 100 events to prevent memory growth.\n\n### Common Issues\n\n#### Issue: Event Not Received\n\n**Symptoms**: Subscriber not called when event published\n\n**Debugging**:\n1. Check event type matches:\n ```cpp\n // Ensure types match exactly\n bus.subscribe(EditorEventType::SelectionChanged, ...);\n bus.publish(SelectionChangedEvent{}); // type = SelectionChanged\n ```\n\n2. Check filter logic:\n ```cpp\n // Filter might be too restrictive\n bus.subscribe([](const EditorEvent& e) {\n return e.source == \"SceneView\"; // Only matches this source\n }, handler);\n ```\n\n3. Verify subscription is active:\n ```cpp\n auto sub = bus.subscribe(...);\n REQUIRE(sub.isValid()); // Check subscription created successfully\n ```\n\n#### Issue: Circular Event Loop\n\n**Symptoms**: Stack overflow, infinite recursion\n\n**Solution**: Use mediator to break cycles:\n\n```cpp\n// Bad: Direct cycle\nPanel A publishes β†’ Panel B handles & publishes β†’ Panel A handles & publishes β†’ ...\n\n// Good: Mediator breaks cycle\nPanel A publishes β†’ Mediator handles & coordinates β†’ Panel B updates (no publish)\n```\n\n#### Issue: Performance Degradation\n\n**Symptoms**: Slow UI updates, high CPU usage\n\n**Solutions**:\n1. Enable debouncing:\n ```cpp\n QTimer debounceTimer;\n debounceTimer.setSingleShot(true);\n debounceTimer.setInterval(300);\n ```\n\n2. Profile handler execution:\n ```cpp\n bus.subscribe<ExpensiveEvent>([](const auto& e) {\n auto start = std::chrono::high_resolution_clock::now();\n // ... handler logic ...\n auto duration = std::chrono::duration_cast<std::chrono::microseconds>(\n std::chrono::high_resolution_clock::now() - start\n ).count();\n if (duration > 1000) {\n qWarning() << \"Slow handler:\" << duration << \"Β΅s\";\n }\n });\n ```\n\n3. Reduce subscription count:\n ```cpp\n // Instead of subscribing to every event, filter efficiently\n bus.subscribe<SelectionChangedEvent>(...); // Specific type\n // Not: bus.subscribe([](const EditorEvent&) {...}); // All events\n ```\n\n---\n\n## Event Flow Diagrams\n\n### Diagram 1: Basic Event Flow\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Event Publishing Flow β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n\n Publisher EventBus Subscribers\n β”‚ β”‚ β”‚\n β”‚ publish(event) β”‚ β”‚\n β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Lock mutex β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Increment dispatch depth β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Copy subscriber list β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ For each subscriber: β”‚\n β”‚ β”‚ - Check filter β”‚\n β”‚ β”‚ - Call handler β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚\n β”‚ β”‚ β”‚ handler(event)\n β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚ β”‚ β”‚\n β”‚ β”‚ Decrement dispatch depth β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Process pending ops β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚\n β”‚ β”‚ Unlock mutex β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n │◄──────────────────────── β”‚\n β”‚ return β”‚ β”‚\n β”‚ β”‚ β”‚\n```\n\n### Diagram 2: Subscription Lifecycle\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Subscription Lifecycle β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Created β”‚\nβ”‚ (unsubscr.) β”‚\nβ””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”‚ subscribe(handler)\n β”‚\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Active │────────────┐\nβ”‚ (receiving) β”‚ β”‚ event published\nβ””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β–Ό\n β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\n β”‚ β”‚ Handler β”‚\n β”‚ β”‚ Executed β”‚\n β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n β”‚\n β”‚ unsubscribe() or\n β”‚ ScopedEventSubscription destroyed\n β”‚\n β–Ό\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Inactive β”‚\nβ”‚ (cleanup) β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n```\n\n### Diagram 3: Mediator Pattern Flow\n\n```\nβ”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”\nβ”‚ Mediator Coordination β”‚\nβ””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜\n\nSceneView EventBus Mediator Inspector\n β”‚ β”‚ β”‚ β”‚\n β”‚ User selects β”‚ β”‚ β”‚\n β”‚ object β”‚ β”‚ β”‚\n β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚ β”‚\n β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ publish( β”‚ β”‚ β”‚\n β”‚ SelectionEvent) β”‚ β”‚ β”‚\n β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ notify β”‚ β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚ β”‚\n β”‚ β”‚ β”‚ onSelection() β”‚\n β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚\n β”‚ β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ - Validate β”‚\n β”‚ β”‚ β”‚ - Transform β”‚\n β”‚ β”‚ β”‚ - Debounce β”‚\n β”‚ β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚β—„β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ publish( β”‚\n β”‚ β”‚ β”‚ UpdateEvent) β”‚\n β”‚ │◄──────────────── β”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ notify β”‚ β”‚\n β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Ίβ”‚\n β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚ update UI\n β”‚ β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”\n β”‚ β”‚ β”‚ β”‚ β”‚\n β”‚ β”‚ β”‚ β”‚β—„β”€β”€β”€β”€β”€β”˜\n```\n\n---\n\n## Summary\n\nThe EventBus system provides a robust, thread-safe, and high-performance foundation for editor component communication. Key takeaways:\n\n1. **Use type-safe subscriptions** (`subscribe<T>()`) for compile-time safety\n2. **Leverage mediators** for complex cross-panel coordination\n3. **Apply debouncing** for high-frequency or expensive operations\n4. **Enable RAII** (`ScopedEventSubscription`) for automatic cleanup\n5. **Trust thread safety** - publish and subscribe from any thread safely\n6. **Profile performance** if handling thousands of events per second\n7. **Use event history** for debugging event flow issues\n\nFor implementation examples, see:\n- **Tests**: `tests/unit/test_event_bus.cpp`\n- **Mediators**: `editor/src/mediators/`\n- **Panels**: `editor/src/qt/panels/`\n\nFor related documentation:\n- [gui_architecture.md](gui_architecture.md) - Overall GUI architecture\n- [SCENE_STORY_GRAPH_PIPELINE.md](SCENE_STORY_GRAPH_PIPELINE.md) - Scene/graph integration\n\n---\n\n**Document Version**: 1.0\n**Last Updated**: 2026-01-11\n**Related Issues**: #527 (Documentation), #468 (Performance), #569 (Thread Safety), #213 (Scene Registry)\n","structuredPatch":[],"originalFile":null}}
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"content": "diff --git a/CLAUDE.md b/CLAUDE.md\nindex d7f64e3f..3a539a52 100644\n--- a/CLAUDE.md\n+++ b/CLAUDE.md\n@@ -54,4 +54,17 @@ Original repository (upstream): VisageDvachevsky/StoryGraph\n Proceed.\n \n \n-Run timestamp: 2026-01-09T17:22:36.540Z\n\\ No newline at end of file\n+Run timestamp: 2026-01-09T17:22:36.540Z\n+\n+---\n+\n+Issue to solve: https://github.com/VisageDvachevsky/StoryGraph/issues/527\n+Your prepared branch: issue-527-593563bfe30b\n+Your prepared working directory: /tmp/gh-issue-solver-1768155806997\n+Your forked repository: konard/VisageDvachevsky-StoryGraph\n+Original repository (upstream): VisageDvachevsky/StoryGraph\n+\n+Proceed.\n+\n+\n+Run timestamp: 2026-01-11T18:23:32.532Z\n\\ No newline at end of file\ndiff --git a/docs/eventbus_architecture.md b/docs/eventbus_architecture.md\nnew file mode 100644\nindex 00000000..6c46298b\n--- /dev/null\n+++ b/docs/eventbus_architecture.md\n@@ -0,0 +1,1260 @@\n+# EventBus Architecture Documentation\n+\n+> **See also**: [gui_architecture.md](gui_architecture.md) - GUI architecture overview\n+> **See also**: [SCENE_STORY_GRAPH_PIPELINE.md](SCENE_STORY_GRAPH_PIPELINE.md) - Scene and Story Graph integration\n+\n+This document provides comprehensive architecture documentation for the NovelMind editor's EventBus system, including event flow patterns, subscriber lifecycle, best practices, and thread safety guarantees.\n+\n+## Table of Contents\n+\n+1. [Overview](#overview)\n+2. [Core Architecture](#core-architecture)\n+3. [Event Type System](#event-type-system)\n+4. [Event Flow Patterns](#event-flow-patterns)\n+5. [Subscriber Lifecycle](#subscriber-lifecycle)\n+6. [Thread Safety Guarantees](#thread-safety-guarantees)\n+7. [Qt Integration (QtEventBus)](#qt-integration-qteventbus)\n+8. [Common Usage Patterns](#common-usage-patterns)\n+9. [Best Practices](#best-practices)\n+10. [Performance Considerations](#performance-considerations)",
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"text": "Perfect! Let me create a summary of the work completed:\n\n## βœ… Issue #527 Resolution Complete\n\nI have successfully created comprehensive EventBus architecture documentation for the NovelMind editor. Here's what was accomplished:\n\n### πŸ“š Documentation Created\n\n**File**: `docs/eventbus_architecture.md` (1,260 lines)\n\n### πŸ“‹ All Acceptance Criteria Met\n\nβœ… **Architecture document created**\n- Comprehensive overview of EventBus system\n- Core architecture with class hierarchy\n- Event type system (80+ event types documented)\n\nβœ… **Diagrams included**\n- 3 detailed ASCII flow diagrams:\n - Event publishing flow\n - Subscription lifecycle\n - Mediator pattern coordination\n- Event flow pattern visualizations\n\nβœ… **Examples provided**\n- 10+ code examples from the actual codebase\n- Real mediator implementations\n- Panel integration examples\n- Unit test examples\n\n### πŸ“– Documentation Coverage\n\n1. **Overview** - Design goals and key features\n2. **Core Architecture** - EventBus class, EditorEvent hierarchy, subscription handles\n3. **Event Type System** - 80+ event types across 12 categories\n4. **Event Flow Patterns** - 4 comprehensive patterns (direct, mediator, Qt bridge, debounced)\n5. **Subscriber Lifecycle** - 4 subscription methods, unsubscription strategies, RAII management\n6. **Thread Safety Guarantees** - Implementation details, atomic tracking, deferred operations\n7. **Qt Integration** - QtEventBus wrapper, re-entrance protection\n8. **Common Usage Patterns** - SelectionMediator, PropertyMediator, Scene Registry auto-sync\n9. **Best Practices** - DO/DON'T sections with examples, naming conventions\n10. **Performance Considerations** - Optimization techniques, benchmarks, async mode\n11. **Debugging and Troubleshooting** - Event history, common issues, solutions\n\n### πŸ”— Links\n\n- **Pull Request**: https://github.com/VisageDvachevsky/StoryGraph/pull/682\n- **Documentation**: `docs/eventbus_architecture.md`\n- **Issue**: https://github.com/VisageDvachevsky/StoryGraph/issues/527\n\n### 🎯 Status\n\n- βœ… Documentation created and committed\n- βœ… Pull request updated and marked as ready for review\n- βœ… CI checks queued (documentation-only change, should pass)\n- βœ… All acceptance criteria verified\n\nThe documentation is comprehensive, well-structured, and includes practical examples from the actual codebase. It will serve as an excellent resource for developers working with the EventBus system."
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"result": "Perfect! Let me create a summary of the work completed:\n\n## βœ… Issue #527 Resolution Complete\n\nI have successfully created comprehensive EventBus architecture documentation for the NovelMind editor. Here's what was accomplished:\n\n### πŸ“š Documentation Created\n\n**File**: `docs/eventbus_architecture.md` (1,260 lines)\n\n### πŸ“‹ All Acceptance Criteria Met\n\nβœ… **Architecture document created**\n- Comprehensive overview of EventBus system\n- Core architecture with class hierarchy\n- Event type system (80+ event types documented)\n\nβœ… **Diagrams included**\n- 3 detailed ASCII flow diagrams:\n - Event publishing flow\n - Subscription lifecycle\n - Mediator pattern coordination\n- Event flow pattern visualizations\n\nβœ… **Examples provided**\n- 10+ code examples from the actual codebase\n- Real mediator implementations\n- Panel integration examples\n- Unit test examples\n\n### πŸ“– Documentation Coverage\n\n1. **Overview** - Design goals and key features\n2. **Core Architecture** - EventBus class, EditorEvent hierarchy, subscription handles\n3. **Event Type System** - 80+ event types across 12 categories\n4. **Event Flow Patterns** - 4 comprehensive patterns (direct, mediator, Qt bridge, debounced)\n5. **Subscriber Lifecycle** - 4 subscription methods, unsubscription strategies, RAII management\n6. **Thread Safety Guarantees** - Implementation details, atomic tracking, deferred operations\n7. **Qt Integration** - QtEventBus wrapper, re-entrance protection\n8. **Common Usage Patterns** - SelectionMediator, PropertyMediator, Scene Registry auto-sync\n9. **Best Practices** - DO/DON'T sections with examples, naming conventions\n10. **Performance Considerations** - Optimization techniques, benchmarks, async mode\n11. **Debugging and Troubleshooting** - Event history, common issues, solutions\n\n### πŸ”— Links\n\n- **Pull Request**: https://github.com/VisageDvachevsky/StoryGraph/pull/682\n- **Documentation**: `docs/eventbus_architecture.md`\n- **Issue**: https://github.com/VisageDvachevsky/StoryGraph/issues/527\n\n### 🎯 Status\n\n- βœ… Documentation created and committed\n- βœ… Pull request updated and marked as ready for review\n- βœ… CI checks queued (documentation-only change, should pass)\n- βœ… All acceptance criteria verified\n\nThe documentation is comprehensive, well-structured, and includes practical examples from the actual codebase. It will serve as an excellent resource for developers working with the EventBus system.",
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[2026-01-11T18:34:01.463Z] [INFO] πŸ’° Anthropic official cost captured: $1.367908
[2026-01-11T18:34:02.347Z] [INFO]
βœ… Claude command completed
[2026-01-11T18:34:02.347Z] [INFO] πŸ“Š Total messages: 0, Tool uses: 0
[2026-01-11T18:34:02.481Z] [INFO]
πŸ’° Token Usage Summary:
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πŸ“Š Claude Sonnet 4.5:
[2026-01-11T18:34:02.482Z] [INFO] Model ID: claude-sonnet-4-5-20250929
[2026-01-11T18:34:02.482Z] [INFO] Provider: Anthropic
[2026-01-11T18:34:02.483Z] [INFO] Context window: 200 000 tokens
[2026-01-11T18:34:02.483Z] [INFO] Max output: 64 000 tokens
[2026-01-11T18:34:02.483Z] [INFO] Input modalities: text, image, pdf
[2026-01-11T18:34:02.483Z] [INFO] Output modalities: text
[2026-01-11T18:34:02.483Z] [INFO] Knowledge cutoff: 2025-07-31
[2026-01-11T18:34:02.483Z] [INFO] Released: 2025-09-29
[2026-01-11T18:34:02.483Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls
[2026-01-11T18:34:02.483Z] [INFO] Open weights: No
[2026-01-11T18:34:02.483Z] [INFO]
[2026-01-11T18:34:02.483Z] [INFO] Usage:
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[2026-01-11T18:34:02.484Z] [INFO]
[2026-01-11T18:34:02.484Z] [INFO] Cost Calculation (USD):
[2026-01-11T18:34:02.484Z] [INFO] Input: 6 638 tokens Γ— $3/M = $0.019914
[2026-01-11T18:34:02.484Z] [INFO] Cache write: 106 708 tokens Γ— $3.75/M = $0.400155
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[2026-01-11T18:34:02.485Z] [INFO] Total: $1.400930
[2026-01-11T18:34:02.485Z] [INFO]
πŸ’° Cost estimation:
[2026-01-11T18:34:02.485Z] [INFO] Public pricing estimate: $1.400930 USD
[2026-01-11T18:34:02.486Z] [INFO] Calculated by Anthropic: $1.367908 USD
[2026-01-11T18:34:02.486Z] [INFO] Difference: $-0.033022 (-2.36%)
[2026-01-11T18:34:02.486Z] [INFO] Total tokens: 130 817
[2026-01-11T18:34:02.486Z] [INFO]
πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T18:34:02.486Z] [INFO] (cd "/tmp/gh-issue-solver-1768155806997" && claude --resume 5507650e-d176-48f7-b1da-4d1442ecd97e --model sonnet)
[2026-01-11T18:34:02.487Z] [INFO]
πŸ” Checking for uncommitted changes...
[2026-01-11T18:34:02.539Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T18:34:02.590Z] [INFO] πŸ”„ Cleanup: Reverting CLAUDE.md commit
[2026-01-11T18:34:02.591Z] [INFO] Using saved commit hash: 3436d3b...
[2026-01-11T18:34:02.591Z] [INFO] Checking if CLAUDE.md was modified since initial commit...
[2026-01-11T18:34:02.638Z] [INFO] No modifications detected, using standard git revert...
[2026-01-11T18:34:02.698Z] [INFO] πŸ“¦ Committed: CLAUDE.md revert
[2026-01-11T18:34:03.496Z] [INFO] πŸ“€ Pushed: CLAUDE.md revert to GitHub
[2026-01-11T18:34:03.497Z] [INFO]
=== Session Summary ===
[2026-01-11T18:34:03.498Z] [INFO] βœ… Session ID: 5507650e-d176-48f7-b1da-4d1442ecd97e
[2026-01-11T18:34:03.498Z] [INFO] βœ… Complete log file: /home/hive/5507650e-d176-48f7-b1da-4d1442ecd97e.log
[2026-01-11T18:34:03.498Z] [INFO]
[2026-01-11T18:34:03.498Z] [INFO] πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T18:34:03.498Z] [INFO]
[2026-01-11T18:34:03.499Z] [INFO] (cd "/tmp/gh-issue-solver-1768155806997" && claude --resume 5507650e-d176-48f7-b1da-4d1442ecd97e --model sonnet)
[2026-01-11T18:34:03.499Z] [INFO]
[2026-01-11T18:34:03.500Z] [INFO]
πŸ” Searching for created pull requests or comments...
[2026-01-11T18:34:03.820Z] [INFO]
πŸ” Checking for pull requests from branch issue-527-593563bfe30b...
[2026-01-11T18:34:04.218Z] [INFO] βœ… Found pull request #682: "[DOC] Add comprehensive EventBus architecture documentation"
[2026-01-11T18:34:04.568Z] [INFO] βœ… PR body already contains issue reference
[2026-01-11T18:34:04.568Z] [INFO] βœ… PR is already ready for review
[2026-01-11T18:34:04.568Z] [INFO]
πŸ“Ž Uploading solution draft log to Pull Request...
[2026-01-11T18:34:04.636Z] [INFO] πŸ’° Calculated cost: $1.400930
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