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January 11, 2026 18:34
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Solution draft log for https://github.com/VisageDvachevsky/StoryGraph/pull/682
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| # Solve.mjs Log - 2026-01-11T18:23:13.702Z | |
| [2026-01-11T18:23:13.702Z] [INFO] π 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] π solve v1.2.7 | |
| [2026-01-11T18:23:14.132Z] [INFO] π§ 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] β οΈ 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] β οΈ 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] πΎ Disk space check: 40528MB available (2048MB required) β | |
| [2026-01-11T18:23:19.177Z] [INFO] π§ Memory check: 8638MB available, swap: 4095MB (633MB used), total: 12100MB (256MB required) β | |
| [2026-01-11T18:23:19.178Z] [INFO] π Validating Claude CLI connection... | |
| [2026-01-11T18:23:19.946Z] [INFO] π¦ Claude CLI version: 2.1.4 (Claude Code) | |
| [2026-01-11T18:23:25.331Z] [INFO] β Claude CLI connection validated successfully | |
| [2026-01-11T18:23:25.688Z] [INFO] | |
| π Checking GitHub authentication and permissions... | |
| [2026-01-11T18:23:25.993Z] [INFO] β GitHub authentication: OK | |
| [2026-01-11T18:23:25.994Z] [INFO] π Token scopes: gist, read:org, repo, user, workflow | |
| [2026-01-11T18:23:25.994Z] [INFO] β All required permissions: Available | |
| [2026-01-11T18:23:25.995Z] [INFO] π 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] π Checking repository access for auto-fork... | |
| [2026-01-11T18:23:26.660Z] [INFO] Repository visibility: public | |
| [2026-01-11T18:23:26.661Z] [INFO] β Auto-fork: No write access detected, enabling fork mode | |
| [2026-01-11T18:23:26.661Z] [INFO] β 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] π 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] | |
| π΄ Fork mode: ENABLED | |
| [2026-01-11T18:23:26.999Z] [INFO] Checking fork status... | |
| [2026-01-11T18:23:27.291Z] [INFO] π Detecting fork conflicts... | |
| [2026-01-11T18:23:28.223Z] [INFO] β No fork conflict: Safe to proceed | |
| [2026-01-11T18:23:28.685Z] [INFO] β Fork exists: konard/VisageDvachevsky-StoryGraph | |
| [2026-01-11T18:23:28.686Z] [INFO] π Validating fork parent... | |
| [2026-01-11T18:23:29.089Z] [INFO] β Fork parent validated: VisageDvachevsky/StoryGraph | |
| [2026-01-11T18:23:29.090Z] [INFO] | |
| π₯ Cloning repository: konard/VisageDvachevsky-StoryGraph | |
| [2026-01-11T18:23:30.768Z] [INFO] β Cloned to: /tmp/gh-issue-solver-1768155806997 | |
| [2026-01-11T18:23:30.809Z] [INFO] π Setting upstream: VisageDvachevsky/StoryGraph | |
| [2026-01-11T18:23:30.853Z] [INFO] βΉοΈ Upstream exists: Using existing upstream remote | |
| [2026-01-11T18:23:30.853Z] [INFO] π Fetching upstream... | |
| [2026-01-11T18:23:31.162Z] [INFO] β Upstream fetched: Successfully | |
| [2026-01-11T18:23:31.163Z] [INFO] π Syncing default branch... | |
| [2026-01-11T18:23:31.545Z] [INFO] βΉοΈ Default branch: main | |
| [2026-01-11T18:23:31.805Z] [INFO] β Default branch synced: with upstream/main | |
| [2026-01-11T18:23:31.806Z] [INFO] π Pushing to fork: main branch | |
| [2026-01-11T18:23:32.248Z] [INFO] β Fork updated: Default branch pushed to fork | |
| [2026-01-11T18:23:32.376Z] [INFO] | |
| π Default branch: main | |
| [2026-01-11T18:23:32.428Z] [INFO] | |
| πΏ Creating branch: issue-527-593563bfe30b from main (default) | |
| [2026-01-11T18:23:32.483Z] [INFO] π Verifying: Branch creation... | |
| [2026-01-11T18:23:32.527Z] [INFO] β Branch created: issue-527-593563bfe30b | |
| [2026-01-11T18:23:32.528Z] [INFO] β 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] | |
| π 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] π 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] β File created: CLAUDE.md | |
| [2026-01-11T18:23:32.533Z] [INFO] π¦ 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] π Creating commit: With CLAUDE.md file | |
| [2026-01-11T18:23:32.688Z] [INFO] β 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] π€ 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] β 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] π 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] π€ 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] π Fetching: Latest main branch... | |
| [2026-01-11T18:23:38.174Z] [INFO] β Base updated: Fetched latest main | |
| [2026-01-11T18:23:38.175Z] [INFO] π Checking: Commits between branches... | |
| [2026-01-11T18:23:38.223Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-01-11T18:23:38.224Z] [INFO] β Commits found: 1 commit(s) ahead | |
| [2026-01-11T18:23:38.224Z] [INFO] π Creating PR: Draft pull request... | |
| [2026-01-11T18:23:38.224Z] [INFO] π― 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: | |
| ## π€ AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue VisageDvachevsky/StoryGraph#527. | |
| ### π Issue Reference | |
| Fixes VisageDvachevsky/StoryGraph#527 | |
| ### π§ Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### π 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] π Verifying: PR creation... | |
| [2026-01-11T18:23:40.270Z] [INFO] β Verification: PR exists on GitHub | |
| [2026-01-11T18:23:40.270Z] [INFO] β PR created: #682 | |
| [2026-01-11T18:23:40.271Z] [INFO] π PR URL: https://github.com/VisageDvachevsky/StoryGraph/pull/682 | |
| [2026-01-11T18:23:40.271Z] [INFO] βΉοΈ Note: Could not assign (no permission) | |
| [2026-01-11T18:23:40.271Z] [INFO] π 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] β οΈ 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] π€ Current user: konard | |
| [2026-01-11T18:23:41.653Z] [INFO] | |
| π 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] π¬ 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] π Last commit time (from API): 2026-01-11T18:23:32.000Z | |
| [2026-01-11T18:23:43.006Z] [INFO] π¬ New PR comments: 0 | |
| [2026-01-11T18:23:43.007Z] [INFO] π¬ New PR review comments: 0 | |
| [2026-01-11T18:23:43.007Z] [INFO] π¬ 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] π Getting timestamps: From GitHub servers... | |
| [2026-01-11T18:23:43.330Z] [INFO] π Issue updated: 2026-01-11T00:28:47.000Z | |
| [2026-01-11T18:23:43.610Z] [INFO] π¬ Comments: None found | |
| [2026-01-11T18:23:44.048Z] [INFO] π Recent PR: 2026-01-11T18:23:39.000Z | |
| [2026-01-11T18:23:44.049Z] [INFO] | |
| β Reference time: 2026-01-11T18:23:39.000Z | |
| [2026-01-11T18:23:44.050Z] [INFO] | |
| π Checking for uncommitted changes to include as feedback... | |
| [2026-01-11T18:23:44.107Z] [INFO] β No uncommitted changes found | |
| [2026-01-11T18:23:44.420Z] [INFO] π¦ Fork workflows detected: https://github.com/konard/VisageDvachevsky-StoryGraph/actions?query=branch%3Aissue-527-593563bfe30b | |
| [2026-01-11T18:23:46.188Z] [INFO] π Playwright MCP detected - enabling browser automation hints | |
| [2026-01-11T18:23:46.192Z] [INFO] | |
| π 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] | |
| π€ 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] π 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] | |
| π 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] π 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] π 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] π CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000 | |
| [2026-01-11T18:23:46.247Z] [INFO] π Command details: | |
| [2026-01-11T18:23:46.247Z] [INFO] π Working directory: /tmp/gh-issue-solver-1768155806997 | |
| [2026-01-11T18:23:46.247Z] [INFO] πΏ Branch: issue-527-593563bfe30b | |
| [2026-01-11T18:23:46.248Z] [INFO] π€ Model: Claude SONNET | |
| [2026-01-11T18:23:46.248Z] [INFO] π΄ Fork: konard/VisageDvachevsky-StoryGraph | |
| [2026-01-11T18:23:46.248Z] [INFO] | |
| βΆοΈ Streaming output: | |
| [2026-01-11T18:23:48.397Z] [INFO] { | |
| "type": "system", | |
| "subtype": "init", | |
| "cwd": "/tmp/gh-issue-solver-1768155806997", | |
| "session_id": "5507650e-d176-48f7-b1da-4d1442ecd97e", | |
| "tools": [ | |
| "Task", | |
| "TaskOutput", | |
| "Bash", | |
| "Glob", | |
| "Grep", | |
| "ExitPlanMode", | |
| "Read", | |
| "Edit", | |
| "Write", | |
| "NotebookEdit", | |
| "WebFetch", | |
| "TodoWrite", | |
| "WebSearch", | |
| "KillShell", | |
| "AskUserQuestion", | |
| "Skill", | |
| "EnterPlanMode", | |
| "mcp__playwright__browser_close", | |
| "mcp__playwright__browser_resize", | |
| "mcp__playwright__browser_console_messages", | |
| "mcp__playwright__browser_handle_dialog", | |
| "mcp__playwright__browser_evaluate", | |
| "mcp__playwright__browser_file_upload", | |
| "mcp__playwright__browser_fill_form", | |
| "mcp__playwright__browser_install", | |
| "mcp__playwright__browser_press_key", | |
| "mcp__playwright__browser_type", | |
| "mcp__playwright__browser_navigate", | |
| "mcp__playwright__browser_navigate_back", | |
| "mcp__playwright__browser_network_requests", | |
| "mcp__playwright__browser_run_code", | |
| "mcp__playwright__browser_take_screenshot", | |
| "mcp__playwright__browser_snapshot", | |
| "mcp__playwright__browser_click", | |
| "mcp__playwright__browser_drag", | |
| "mcp__playwright__browser_hover", | |
| "mcp__playwright__browser_select_option", | |
| "mcp__playwright__browser_tabs", | |
| "mcp__playwright__browser_wait_for" | |
| ], | |
| "mcp_servers": [ | |
| { | |
| "name": "playwright", | |
| "status": "connected" | |
| } | |
| ], | |
| "model": "claude-sonnet-4-5-20250929", | |
| "permissionMode": "bypassPermissions", | |
| "slash_commands": [ | |
| "compact", | |
| "context", | |
| "cost", | |
| "init", | |
| "pr-comments", | |
| "release-notes", | |
| "review", | |
| "security-review" | |
| ], | |
| "apiKeySource": "none", | |
| "claude_code_version": "2.1.4", | |
| "output_style": "default", | |
| "agents": [ | |
| "Bash", | |
| "general-purpose", | |
| "statusline-setup", | |
| "Explore", | |
| "Plan" | |
| ], | |
| "skills": [], | |
| "plugins": [], | |
| "uuid": "9e69ab31-5242-4ad5-8218-0ef71b078568" | |
| } | |
| [2026-01-11T18:23:48.398Z] [INFO] π Session ID: 5507650e-d176-48f7-b1da-4d1442ecd97e | |
| [2026-01-11T18:23:48.398Z] [INFO] π Log renamed to: /home/hive/5507650e-d176-48f7-b1da-4d1442ecd97e.log | |
| [2026-01-11T18:23:51.060Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-sonnet-4-5-20250929", | |
| "id": "msg_01RNJfX79YMyeAXNt1G4NR83", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I'll start by reading the issue details and creating a plan to solve it." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 2, | |
| "cache_creation_input_tokens": 7125, | |
| "cache_read_input_tokens": 18259, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 7125, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 5, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "5507650e-d176-48f7-b1da-4d1442ecd97e", | |
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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 40βnamespace NovelMind::editor {\n 41β\n 42β// Forward declarations\n 43βclass EventBus;\n 44β\n 45β/**\n 46β * @brief Event type enumeration for quick filtering\n 47β */\n 48βenum 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 125βstruct 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 146βstruct 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 162βstruct 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 175βstruct 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 183βstruct 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 195βstruct 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 208βstruct GraphNodeRemovedEvent : EditorEvent {\n 209β scripting::NodeId nodeId = 0;\n 210β\n 211β GraphNodeRemovedEvent() : EditorEvent(EditorEventType::GraphNodeRemoved) {}\n 212β};\n 213β\n 214βstruct 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 222βstruct 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 232βstruct 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 242βstruct 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 255βstruct 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 264βstruct 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 272βstruct 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 286βstruct 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 294βstruct 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 310βstruct 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 317βstruct 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 328βstruct 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 336βstruct 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 349βstruct 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 361βstruct 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 369βstruct 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 380βstruct 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 391βstruct 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 410βstruct 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 417βstruct LayoutChangedEvent : EditorEvent {\n 418β std::string layoutName;\n 419β\n 420β LayoutChangedEvent() : EditorEvent(EditorEventType::LayoutChanged) {}\n 421β};\n 422β\n 423βstruct 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 436βusing EventHandler = std::function<void(const EditorEvent &)>;\n 437β\n 438β/**\n 439β * @brief Typed event handler\n 440β */\n 441βtemplate <typename T> using TypedEventHandler = std::function<void(const T &)>;\n 442β\n 443β/**\n 444β * @brief Event filter predicate\n 445β */\n 446βusing EventFilter = std::function<bool(const EditorEvent &)>;\n 447β\n 448β/**\n 449β * @brief Subscription handle for unsubscribing\n 450β */\n 451βclass EventSubscription {\n 452βpublic:\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 463βprivate:\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 481βclass EventBus {\n 482βpublic:\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 610βprivate:\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 648βclass ScopedEventSubscription {\n 649βpublic:\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 686βprivate:\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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| [2026-01-11T18:24:23.513Z] [INFO] { | |
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| "content": " 1β#include \"NovelMind/editor/event_bus.hpp\"\n 2β#include <algorithm>\n 3β\n 4βnamespace NovelMind::editor {\n 5β\n 6βEventBus::EventBus() = default;\n 7β\n 8βEventBus::~EventBus() = default;\n 9β\n 10βEventBus &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 20βvoid 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 30βvoid 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 42βvoid 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 51βvoid 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 69βvoid 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 123βvoid 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 164βEventSubscription 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 185βEventSubscription 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 208βEventSubscription 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 231βvoid 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 255βvoid 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 276βvoid 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 294βvoid EventBus::setHistoryEnabled(bool enabled) {\n 295β std::lock_guard<std::mutex> lock(m_mutex);\n 296β m_historyEnabled = enabled;\n 297β}\n 298β\n 299βstd::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 311βvoid 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 320βvoid EventBus::setSynchronous(bool sync) { m_synchronous = sync; }\n 321β\n 322βbool 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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| }, | |
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| "session_id": "5507650e-d176-48f7-b1da-4d1442ecd97e", | |
| "uuid": "58f9d3b2-f6bb-40c8-a9b5-3acf1853e542", | |
| "tool_use_result": { | |
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| "filePath": "/tmp/gh-issue-solver-1768155806997/editor/src/event_bus.cpp", | |
| "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", | |
| "numLines": 325, | |
| "startLine": 1, | |
| "totalLines": 325 | |
| } | |
| } | |
| } | |
| [2026-01-11T18:24:23.524Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01FkYAmwEXbTeSnM4bSmk7nC", | |
| "type": "tool_result", | |
| "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 17βnamespace NovelMind::editor::qt {\n 18β\n 19β/**\n 20β * @brief Qt-compatible event types\n 21β */\n 22βenum 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 47βstruct 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 59βclass QtEventBus : public QObject {\n 60β Q_OBJECT\n 61β\n 62βpublic:\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 136βsignals:\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 244βprivate:\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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| "parent_tool_use_id": "toolu_01KPsmD37vLRrR84JLBcsx7j", | |
| "session_id": "5507650e-d176-48f7-b1da-4d1442ecd97e", | |
| "uuid": "f5106562-013c-4122-88b2-21e7819bb459", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/qt/qt_event_bus.hpp", | |
| "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 3βnamespace NovelMind::editor::qt {\n 4β\n 5β// Thread-local flag to prevent re-entrance during signal emission\n 6βthread_local bool g_publishingEvent = false;\n 7β\n 8βQtEventBus &QtEventBus::instance() {\n 9β static QtEventBus instance;\n 10β return instance;\n 11β}\n 12β\n 13βQtEventBus::QtEventBus() : QObject(nullptr) {}\n 14β\n 15βvoid 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 118βvoid 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 127βvoid 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 140βvoid 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 150βvoid QtEventBus::publishNavigationRequest(const QString &locationString) {\n 151β emit navigationRequested(locationString);\n 152β}\n 153β\n 154βvoid 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 165βvoid 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 172βvoid 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 183βvoid 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 190βvoid 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 200βvoid 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 208βvoid 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] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_013FRyzx89ut4pfxdVB1HLKY", | |
| "type": "tool_result", | |
| "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 18βusing namespace NovelMind::editor;\n 19β\n 20β// ============================================================================\n 21β// Helper Events\n 22β// ============================================================================\n 23β\n 24βstruct 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 37βTEST_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 109βTEST_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 288βTEST_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 440βTEST_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++; 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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; 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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 22βnamespace 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 31βstruct 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 46βstruct 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 56βstruct 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 73βstruct 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 80βstruct 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 95βstruct 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 112βstruct 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 121βstruct 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 130βstruct 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 139βstruct 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 148βstruct 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 155βstruct 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 165βstruct 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 179βstruct 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 189βstruct 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 199βstruct 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 209βstruct 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 224βstruct 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 239βstruct 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 254βstruct 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 264βstruct 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 273βstruct 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 287βstruct 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 296βstruct 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 306βstruct 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 319βstruct 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 328βstruct 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 342βstruct 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 361βstruct 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 370βstruct 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 379βstruct 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 389βstruct 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 402βstruct 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 411βstruct 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 422βstruct 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 437βstruct 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 447βstruct 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 462βstruct 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 473βstruct 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 484βstruct 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 497βstruct 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 506βstruct 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 522βstruct 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 539βstruct 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 558βstruct 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 574βstruct 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 590βstruct 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 607βstruct 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 623βstruct 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 10βnamespace NovelMind::editor::mediators {\n 11β\n 12βSelectionMediator::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 20βSelectionMediator::~SelectionMediator() { shutdown(); }\n 21β\n 22βvoid 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 141βvoid 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 161βvoid 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 203βvoid 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 272βvoid 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 287βvoid 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 12βnamespace NovelMind::editor::mediators {\n 13β\n 14βPropertyMediator::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 25βPropertyMediator::~PropertyMediator() { shutdown(); }\n 26β\n 27βvoid 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 104βvoid 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 113βvoid 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 146βvoid 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 210βvoid 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 239βvoid 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 256βvoid 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 279βvoid 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 293βvoid 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 307βvoid 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 312βvoid 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 32βnamespace NovelMind::editor::qt {\n 33β\n 34β// ============================================================================\n 35β// NMStoryGraphPanel\n 36β// ============================================================================\n 37β\n 38βNMStoryGraphPanel::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 51βNMStoryGraphPanel::~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 60βvoid 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 132βvoid NMStoryGraphPanel::onUpdate(double /*deltaTime*/) {\n 133β // Update connections when nodes move\n 134β // For now, this is handled reactively\n 135β}\n 136β\n 137βvoid 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 17βusing namespace NovelMind::editor;\n 18β\n 19βstruct TestEvent : EditorEvent {\n 20β int value = 0;\n 21β TestEvent() : EditorEvent(EditorEventType::Custom) {}\n 22β};\n 23β\n 24βint 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": "/**\n * @file test_event_bus_race.cpp\n * @brief Experiment to reproduce race condition in EventBus\n *\n * This experiment tries to trigger the race condition described in issue #569\n * by having multiple threads dispatch events concurrently while subscribers\n * are being added/removed.\n */\n\n#include \"NovelMind/editor/event_bus.hpp\"\n#include <iostream>\n#include <thread>\n#include <vector>\n#include <atomic>\n#include <chrono>\n\nusing namespace NovelMind::editor;\n\nstruct TestEvent : EditorEvent {\n int value = 0;\n TestEvent() : EditorEvent(EditorEventType::Custom) {}\n};\n\nint main() {\n EventBus bus;\n std::atomic<int> eventCount{0};\n std::atomic<int> subscribeCount{0};\n std::atomic<bool> running{true};\n\n std::cout << \"Starting race condition test...\\n\";\n std::cout << \"This will run multiple threads concurrently:\\n\";\n std::cout << \" - Dispatcher threads publishing events\\n\";\n std::cout << \" - Subscriber threads adding/removing subscriptions\\n\";\n std::cout << \" - Handlers that modify subscriptions during dispatch\\n\\n\";\n\n // Thread 1-4: Dispatch events continuously\n auto dispatcher = [&]() {\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(10));\n }\n };\n\n // Thread 5-6: Add/remove subscribers continuously\n auto subscriber = [&]() {\n std::vector<EventSubscription> subs;\n while (running) {\n // Add subscriber\n auto sub = bus.subscribe([&](const EditorEvent &) {\n subscribeCount++;\n });\n subs.push_back(sub);\n\n std::this_thread::sleep_for(std::chrono::microseconds(50));\n\n // Remove oldest subscriber if we have many\n if (subs.size() > 10) {\n bus.unsubscribe(subs.front());\n subs.erase(subs.begin());\n }\n }\n\n // Cleanup\n for (auto &sub : subs) {\n bus.unsubscribe(sub);\n }\n };\n\n // Thread 7: Handler that modifies subscriptions during dispatch\n std::vector<EventSubscription> recursiveSubs;\n auto recursiveHandler = [&]() {\n auto sub = bus.subscribe([&](const EditorEvent &) {\n // Try to subscribe during dispatch\n if (recursiveSubs.size() < 5) {\n auto newSub = bus.subscribe([](const EditorEvent &) {});\n recursiveSubs.push_back(newSub);\n }\n });\n\n std::this_thread::sleep_for(std::chrono::seconds(2));\n bus.unsubscribe(sub);\n for (auto &s : recursiveSubs) {\n bus.unsubscribe(s);\n }\n };\n\n // Start threads\n std::vector<std::thread> threads;\n\n // 4 dispatcher threads\n for (int i = 0; i < 4; i++) {\n threads.emplace_back(dispatcher);\n }\n\n // 2 subscriber threads\n for (int i = 0; i < 2; i++) {\n threads.emplace_back(subscriber);\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 30βnamespace NovelMind::editor {\n 31βclass SceneRegistry; // Forward declaration\n 32β}\n 33β\n 34βnamespace NovelMind::editor::qt {\n 35β\n 36β// Forward declarations for all panels\n 37βclass NMSceneViewPanel;\n 38βclass NMStoryGraphPanel;\n 39βclass NMSceneDialogueGraphPanel;\n 40βclass NMInspectorPanel;\n 41βclass NMConsolePanel;\n 42βclass NMAssetBrowserPanel;\n 43βclass NMScenePalettePanel;\n 44βclass NMHierarchyPanel;\n 45βclass NMScriptEditorPanel;\n 46βclass NMScriptDocPanel;\n 47βclass NMPlayToolbarPanel;\n 48βclass NMDebugOverlayPanel;\n 49βclass NMIssuesPanel;\n 50βclass NMDiagnosticsPanel;\n 51βclass NMVoiceManagerPanel;\n 52βclass NMVoiceStudioPanel;\n 53βclass NMAudioMixerPanel;\n 54βclass NMLocalizationPanel;\n 55βclass NMTimelinePanel;\n 56βclass NMCurveEditorPanel;\n 57βclass NMBuildSettingsPanel;\n 58β\n 59β} // namespace NovelMind::editor::qt\n 60β\n 61βnamespace NovelMind::editor {\n 62βclass SceneRegistry;\n 63β} // namespace NovelMind::editor\n 64β\n 65βnamespace 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 73βclass PanelMediatorManager : public QObject {\n 74β Q_OBJECT\n 75β\n 76βpublic:\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 147βprivate:\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 20βnamespace NovelMind::editor::qt {\n 21βclass NMSceneViewPanel;\n 22βclass NMStoryGraphPanel;\n 23βclass NMSceneDialogueGraphPanel;\n 24βclass NMScriptEditorPanel;\n 25βclass NMTimelinePanel;\n 26βclass NMVoiceStudioPanel;\n 27βclass NMVoiceManagerPanel;\n 28βclass NMInspectorPanel;\n 29βclass NMDiagnosticsPanel;\n 30βclass NMIssuesPanel;\n 31β} // namespace NovelMind::editor::qt\n 32β\n 33βnamespace 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 44βclass WorkflowMediator : public QObject {\n 45β Q_OBJECT\n 46β\n 47βpublic:\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 75βprivate:\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. 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":"567a692c-1689-49fc-8454-9c62f0a5eeeb","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768155806997/editor/include/NovelMind/editor/mediators/workflow_mediator.hpp","content":"#pragma once\n\n/**\n * @file workflow_mediator.hpp\n * @brief Mediator for coordinating workflow navigation across panels\n *\n * The WorkflowMediator handles:\n * - Story graph navigation (node activation, scene loading)\n * - Dialogue graph navigation\n * - Script/asset navigation\n * - Voice recording workflow coordination\n */\n\n#include \"NovelMind/editor/event_bus.hpp\"\n#include \"NovelMind/editor/events/panel_events.hpp\"\n#include <QObject>\n#include <memory>\n#include <vector>\n\nnamespace NovelMind::editor::qt {\nclass NMSceneViewPanel;\nclass NMStoryGraphPanel;\nclass NMSceneDialogueGraphPanel;\nclass NMScriptEditorPanel;\nclass NMTimelinePanel;\nclass NMVoiceStudioPanel;\nclass NMVoiceManagerPanel;\nclass NMInspectorPanel;\nclass NMDiagnosticsPanel;\nclass NMIssuesPanel;\n} // namespace NovelMind::editor::qt\n\nnamespace NovelMind::editor::mediators {\n\n/**\n * @brief Mediator for workflow navigation coordination\n *\n * This class handles complex multi-panel workflows such as:\n * - Opening scenes from story graph\n * - Navigating to scripts\n * - Voice recording workflows\n * - Dialogue graph editing\n */\nclass WorkflowMediator : public QObject {\n Q_OBJECT\n\npublic:\n /**\n * @brief Construct the workflow mediator\n */\n WorkflowMediator(qt::NMSceneViewPanel *sceneView,\n qt::NMStoryGraphPanel *storyGraph,\n qt::NMSceneDialogueGraphPanel *dialogueGraph,\n qt::NMScriptEditorPanel *scriptEditor,\n qt::NMTimelinePanel *timeline,\n qt::NMVoiceStudioPanel *voiceStudio,\n qt::NMVoiceManagerPanel *voiceManager,\n qt::NMInspectorPanel *inspector,\n qt::NMDiagnosticsPanel *diagnostics,\n qt::NMIssuesPanel *issues,\n QObject *parent = nullptr);\n\n ~WorkflowMediator() override;\n\n /**\n * @brief Initialize event subscriptions\n */\n void initialize();\n\n /**\n * @brief Shutdown and cleanup subscriptions\n */\n void shutdown();\n\nprivate:\n // Story graph navigation\n void onStoryGraphNodeActivated(const events::StoryGraphNodeActivatedEvent &event);\n void onSceneNodeDoubleClicked(const events::SceneNodeDoubleClickedEvent &event);\n void onScriptNodeRequested(const events::ScriptNodeRequestedEvent &event);\n\n // Dialogue graph navigation\n void onEditDialogueFlowRequested(const events::EditDialogueFlowRequestedEvent &event);\n void onReturnToStoryGraphRequested(const events::ReturnToStoryGraphRequestedEvent &event);\n void onDialogueCountChanged(const events::DialogueCountChangedEvent &event);\n\n // Script navigation\n void onOpenSceneScriptRequested(const events::OpenSceneScriptRequestedEvent &event);\n void onGoToScriptLocation(const events::GoToScriptLocationEvent &event);\n void onNavigateToScriptDefinition(const events::NavigateToScriptDefinitionEvent &event);\n\n // Voice recording workflow\n void onVoiceClipAssignRequested(const events::VoiceClipAssignRequestedEvent &event);\n void onVoiceAutoDetectRequested(const events::VoiceAutoDetectRequestedEvent &event);\n void onVoiceClipPreviewRequested(const events::VoiceClipPreviewRequestedEvent &event);\n void onVoiceRecordingRequested(const events::VoiceRecordingRequestedEvent &event);\n\n // Issue/diagnostic navigation\n void onIssueActivated(const events::IssueActivatedEvent &event);\n void onDiagnosticActivated(const eve | |
| [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 30βnamespace NovelMind::editor {\n 31β\n 32β// Forward declarations\n 33βclass InspectorBindingManager;\n 34βclass UndoManager;\n 35βclass EventBus;\n 36β\n 37β/**\n 38β * @brief Target object types for inspection\n 39β */\n 40βenum 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 54βstruct 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 74βstruct 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 86βusing BeforePropertyChangeHandler =\n 87β std::function<bool(const PropertyChangeContext &)>;\n 88βusing AfterPropertyChangeHandler =\n 89β std::function<void(const PropertyChangeContext &)>;\n 90βusing 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 96βstruct 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)\nβββ SelectionChangedEvent\nβββ PropertyChangedEvent / PropertyChangeStartedEvent / PropertyChangeEndedEvent\nβββ GraphNodeAddedEvent / GraphNodeRemovedEvent / GraphNodeMovedEvent\nβββ GraphConnectionAddedEvent / GraphConnectionRemovedEvent\nβββ TimelineKeyframeEvent / TimelineTrackEvent / TimelinePlaybackChangedEvent\nβββ SceneObjectEvent / SceneObjectTransformedEvent\nβββ ProjectEvent / ProjectModifiedEvent\nβββ UndoRedoEvent / UndoStackChangedEvent\nβββ PlayModeEvent\nβββ AssetEvent / AssetRenamedEvent\nβββ ErrorEvent / DiagnosticEvent\nβββ 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)\nβββ SelectionChangedEvent\nβββ PropertyChangedEvent / PropertyChangeStartedEvent / PropertyChangeEndedEvent\nβββ GraphNodeAddedEvent / GraphNodeRemovedEvent / GraphNodeMovedEvent\nβββ GraphConnectionAddedEvent / GraphConnectionRemovedEvent\nβββ TimelineKeyframeEvent / TimelineTrackEvent / TimelinePlaybackChangedEvent\nβββ SceneObjectEvent / SceneObjectTransformedEvent\nβββ ProjectEvent / ProjectModifiedEvent\nβββ UndoRedoEvent / UndoStackChangedEvent\nβββ PlayModeEvent\nβββ AssetEvent / AssetRenamedEvent\nβββ ErrorEvent / DiagnosticEvent\nβββ 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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| [2026-01-11T18:26:50.744Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Wa3W39eea6g3DjHEJFh3tU","type":"tool_result","content":" 1β# ΠΠ±Π·ΠΎΡ Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΡ\n 2β\n 3β> **Π‘ΠΌ. ΡΠ°ΠΊΠΆΠ΅**: [gui_architecture.md](gui_architecture.md) β Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° GUI ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°.\n 4β> **Π‘ΠΌ. ΡΠ°ΠΊΠΆΠ΅**: [core_runtime_spec.md](core_runtime_spec.md) β API ΡΠΏΠ΅ΡΠΈΡΠΈΠΊΠ°ΡΠΈΡ ΡΠ΄ΡΠ° runtime.\n 5β> **Π‘ΠΌ. ΡΠ°ΠΊΠΆΠ΅**: [editor_engine_interaction.md](editor_engine_interaction.md) β ΠΏΡΠΎΡΠΎΠΊΠΎΠ»Ρ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΡ.\n 6β\n 7βΠΡΠΎΡ Π΄ΠΎΠΊΡΠΌΠ΅Π½Ρ ΠΎΠΏΠΈΡΡΠ²Π°Π΅Ρ Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΡ Π΄Π²ΠΈΠΆΠΊΠ° NovelMind ΠΈ Π΅Π³ΠΎ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ² Π½Π° Π²ΡΡΠΎΠΊΠΎΠΌ ΡΡΠΎΠ²Π½Π΅.\n 8β\n 9β## ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ ΡΠΈΡΡΠ΅ΠΌΡ\n 10β\n 11βNovelMind ΡΠΎΡΡΠΎΠΈΡ ΠΈΠ· ΡΡΠ΅Ρ ΠΎΡΠ½ΠΎΠ²Π½ΡΡ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ²:\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. ΠΠ²ΠΈΠΆΠΎΠΊ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ (`engine_core/`)\n 24β\n 25βΠΠ²ΠΈΠΆΠΎΠΊ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ ΡΠ²Π»ΡΠ΅ΡΡΡ ΠΎΡΠ½ΠΎΠ²Π½ΡΠΌ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠΌ, ΠΊΠΎΡΠΎΡΡΠΉ ΠΈΡΠΏΠΎΠ»Π½ΡΠ΅Ρ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ Π½ΠΎΠ²Π΅Π»Π»Ρ Π²ΠΎ Π²ΡΠ΅ΠΌΡ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ. ΠΠ½ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠ°Π½ Π±ΡΡΡ Π»Π΅Π³ΠΊΠΎΠ²Π΅ΡΠ½ΡΠΌ ΠΈ Π±ΡΡΡΡΡΠΌ.\n 26β\n 27β#### ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° ΠΌΠΎΠ΄ΡΠ»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#### ΠΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΌΠΎΠ΄ΡΠ»ΠΈ\n 62β\n 63β| ΠΠΎΠ΄ΡΠ»Ρ | ΠΡΠΎΡΡΡΠ°Π½ΡΡΠ²ΠΎ ΠΈΠΌΠ΅Π½ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ |\n 64β|--------|-----------|-------------|\n 65β| Platform | `NovelMind::platform` | Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΎΠΊΠ½Π°ΠΌΠΈ, Π²Π²ΠΎΠ΄, ΡΠ°ΠΉΠΌΠ΅Ρ, ΡΠ°ΠΉΠ»ΠΎΠ²ΡΠΉ Π²Π²ΠΎΠ΄/Π²ΡΠ²ΠΎΠ΄ |\n 66β| Renderer | `NovelMind::renderer` | 2D ΠΎΡΡΠΈΡΠΎΠ²ΠΊΠ° ΡΠΏΡΠ°ΠΉΡΠΎΠ², ΡΠ΅ΠΊΡΡ, ΡΡΡΠ΅ΠΊΡΡ |\n 67β| VFS | `NovelMind::vfs` | ΠΠΈΡΡΡΠ°Π»ΡΠ½Π°Ρ ΡΠ°ΠΉΠ»ΠΎΠ²Π°Ρ ΡΠΈΡΡΠ΅ΠΌΠ° Ρ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠΎΠΉ ΡΠΈΡΡΠΎΠ²Π°Π½ΠΈΡ |\n 68β| Resource Manager | `NovelMind::resource` | ΠΠ°Π³ΡΡΠ·ΠΊΠ° ΡΠ΅ΡΡΡΡΠΎΠ², ΠΊΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅, Π΄ΠΎΡΡΡΠΏ ΠΊ Π΄Π°Π½Π½ΡΠΌ |\n 69β| Scripting | `NovelMind::scripting` | ΠΠ½ΡΠ΅ΡΠΏΡΠ΅ΡΠ°ΡΠΎΡ/Π²ΠΈΡΡΡΠ°Π»ΡΠ½Π°Ρ ΠΌΠ°ΡΠΈΠ½Π° NM Script |\n 70β| Scene | `NovelMind::scene` | ΠΡΠ°Ρ ΡΡΠ΅Π½Ρ, ΡΠ»ΠΎΠΈ, ΠΎΠ±ΡΠ΅ΠΊΡΡ |\n 71β| Audio | `NovelMind::audio` | ΠΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ Π·Π²ΡΠΊΠ° ΠΈ ΠΌΡΠ·ΡΠΊΠΈ (miniaudio + data provider) |\n 72β| Input | `NovelMind::input` | Π‘ΠΎΠΏΠΎΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π²Π²ΠΎΠ΄Π° ΠΈ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΡΠΎΠ±ΡΡΠΈΠΉ |\n 73β| Save | `NovelMind::save` | Π‘Π΅ΡΠΈΠ°Π»ΠΈΠ·Π°ΡΠΈΡ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ ΠΈΠ³ΡΡ (ΡΠΎΡΠΌΠ°Ρ v2, ΡΠ»ΠΎΡΡ/Π°Π²ΡΠΎΡΠ΅ΠΉΠ²) |\n 74β\n 75β### 2. ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΎΡ (`editor/`)\n 76β\n 77βΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΎΡ - ΡΡΠΎ Π½Π°ΡΡΠΎΠ»ΡΠ½ΠΎΠ΅ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΡ Π½ΠΎΠ²Π΅Π»Π».\n 78β\n 79β#### ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°\n 80β\n 81β- **Project Dashboard** - Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΡΠΎΠ΅ΠΊΡΠ°ΠΌΠΈ, Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ\n 82β- **Scene Editor** - ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΠΎΠ΅ ΡΠΎΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΡΠ΅Π½Ρ (WYSIWYG)\n 83β- **Story Flow Editor** - ΠΠΈΠ·Π°ΠΉΠ½ Π½Π°ΡΡΠ°ΡΠΈΠ²Π½ΠΎΠ³ΠΎ ΠΏΠΎΡΠΎΠΊΠ° Π½Π° ΠΎΡΠ½ΠΎΠ²Π΅ ΡΠ·Π»ΠΎΠ²\n 84β- **Script Editor** - Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΠΊΠΎΠ΄Π° NM Script Ρ ΠΏΠΎΠ΄ΡΠ²Π΅ΡΠΊΠΎΠΉ ΡΠΈΠ½ΡΠ°ΠΊΡΠΈΡΠ°\n 85β- **Localization Editor** - Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄Π°ΠΌΠΈ\n 86β- **Build System** - ΠΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ ΠΊΠΎΠΌΠΏΠΈΠ»ΡΡΠΈΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°\n 87β\n 88β### 3. ΠΠΎΠΌΠΏΠΈΠ»ΡΡΠΎΡ (`compiler/`)\n 89β\n 90βΠΠΎΠΌΠΏΠΈΠ»ΡΡΠΎΡ ΠΏΡΠ΅ΠΎΠ±ΡΠ°Π·ΡΠ΅Ρ ΠΏΡΠΎΠ΅ΠΊΡΡ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° Π² ΠΏΠ°ΠΊΠ΅ΡΡ, Π³ΠΎΡΠΎΠ²ΡΠ΅ ΠΊ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ.\n 91β\n 92β#### ΠΠΎΠ½Π²Π΅ΠΉΠ΅Ρ ΠΊΠΎΠΌΠΏΠΈΠ»ΡΡΠΈΠΈ\n 93β\n 94β```\n 95βSource Assets Intermediate Final Output\n 96β------------- ------------ ------------\n 97βImages (.png) ---> Texture Atlas ---> Encrypted Pack\n 98βAudio (.ogg) ---> Audio Index ---> (.nmres)\n 99βScripts (.nms) ---> Bytecode --->\n 100βScenes (.json) ---> Binary Scene --->\n 101β```\n 102β\n 103β## ΠΠΎΡΠΎΠΊ Π΄Π°Π½Π½ΡΡ \n 104β\n 105β### ΠΠΎΠ΄Π΅Π»Ρ Π΄Π°Π½Π½ΡΡ ΠΏΡΠΎΠ΅ΠΊΡΠ°\n 106β\n 107β```\n 108βProject\n 109ββββ Metadata (Π½Π°Π·Π²Π°Π½ΠΈΠ΅, Π²Π΅ΡΡΠΈΡ, Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ)\n 110ββββ Characters[]\n 111ββ βββ id, name, display_name\n 112ββ βββ sprites[]\n 113ββ βββ default_color\n 114ββββ Scenes[]\n 115ββ βββ id, name\n 116ββ βββ layers[]\n 117ββ β βββ objects[]\n 118ββ βββ entry_node\n 119ββββ Story Graph\n 120ββ βββ nodes[]\n 121ββ βββ DialogueNode\n 122ββ βββ ChoiceNode\n 123ββ βββ ConditionNode\n 124ββ βββ TransitionNode\n 125ββββ Variables[]\n 126ββ βββ Flags (bool)\n 127ββ βββ Counters (int)\n 128ββββ Localization\n 129ββ βββ languages[]\n 130ββ βββ strings{}\n 131ββββ Assets\n 132β βββ textures/\n 133β βββ audio/\n 134β βββ fonts/\n 135β```\n 136β\n 137β### ΠΠΎΡΠΎΠΊ Π΄Π°Π½Π½ΡΡ Π²ΠΎ Π²ΡΠ΅ΠΌΡ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ\n 138β\n 139β1. **ΠΠ½ΠΈΡΠΈΠ°Π»ΠΈΠ·Π°ΡΠΈΡ**\n 140β - ΠΠ»Π°ΡΡΠΎΡΠΌΠ΅Π½Π½ΡΠΉ ΡΠ»ΠΎΠΉ ΠΈΠ½ΠΈΡΠΈΠ°Π»ΠΈΠ·ΠΈΡΡΠ΅Ρ ΠΎΠΊΠ½ΠΎ, Π²Π²ΠΎΠ΄, ΡΠ°ΠΉΠΌΠ΅Ρ\n 141β - VFS ΠΌΠΎΠ½ΡΠΈΡΡΠ΅Ρ ΠΏΠ°ΠΊΠ΅ΡΡ ΠΈ Π²ΡΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠ΅ΡΡΡΡΠ½ΡΠ΅ ID\n 142β - ResourceManager ΠΊΡΡΠΈΡΡΠ΅Ρ ΡΠ΅ΠΊΡΡΡΡΡ/ΡΡΠΈΡΡΡ ΠΈ ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅Ρ Π΄Π°Π½Π½ΡΠ΅ Π°ΡΠ΄ΠΈΠΎ\n 143β - AudioManager ΠΏΠΎΠ»ΡΡΠ°Π΅Ρ data provider ΠΎΡ ResourceManager\n 144β - ΠΠ²ΠΈΠΆΠΎΠΊ ΠΈΡΡΠΎΡΠΈΠΈ Π·Π°Π³ΡΡΠΆΠ°Π΅Ρ Π½Π°ΡΠ°Π»ΡΠ½ΡΡ ΡΡΠ΅Π½Ρ\n 145β\n 146β2. **ΠΠ»Π°Π²Π½ΡΠΉ ΡΠΈΠΊΠ»**\n 147β - ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΡΠΎΠ±ΡΡΠΈΠΉ Π²Π²ΠΎΠ΄Π°\n 148β - ΠΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ ΠΈΡΡΠΎΡΠΈΠΈ\n 149β - ΠΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΉ/ΡΡΡΠ΅ΠΊΡΠΎΠ²\n 150β - ΠΡΡΠΈΡΠΎΠ²ΠΊΠ° ΡΠ»ΠΎΠ΅Π² ΡΡΠ΅Π½Ρ\n 151β - ΠΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΊΠ°Π΄ΡΠ°\n 152β\n 153β3. **ΠΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΠΈΡΡΠΎΡΠΈΠΈ**\n 154β - ΠΠΎΠ»ΡΡΠ΅Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΠ΅Π³ΠΎ ΡΠ·Π»Π° ΠΈΠ· Π³ΡΠ°ΡΠ° ΠΈΡΡΠΎΡΠΈΠΈ\n 155β - ΠΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄ ΡΠ·Π»Π° ΡΠ΅ΡΠ΅Π· ΡΠΊΡΠΈΠΏΡΠΎΠ²ΡΠΉ Π΄Π²ΠΈΠΆΠΎΠΊ\n 156β - ΠΠΆΠΈΠ΄Π°Π½ΠΈΠ΅ Π²Π²ΠΎΠ΄Π° ΠΈΠ³ΡΠΎΠΊΠ° (ΠΏΡΠΎΠ΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π΄ΠΈΠ°Π»ΠΎΠ³Π°, Π²ΡΠ±ΠΎΡ)\n 157β - ΠΠ΅ΡΠ΅Ρ ΠΎΠ΄ ΠΊ ΡΠ»Π΅Π΄ΡΡΡΠ΅ΠΌΡ ΡΠ·Π»Ρ\n 158β - Π‘Π½ΠΈΠΌΠΊΠΈ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ ΡΠ΅ΡΠ΅Π· SaveManager (ΡΠ»ΠΎΡΡ/Π°Π²ΡΠΎΡΠ΅ΠΉΠ²)\n 159β\n 160β## ΠΡΠ°Ρ Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΠ΅ΠΉ\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## ΠΠΎΠ΄Π΅Π»Ρ ΠΏΠΎΡΠΎΠΊΠΎΠ²\n 183β\n 184βΠΠ²ΠΈΠΆΠΎΠΊ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ ΠΎΠ΄Π½ΠΎΠΏΠΎΡΠΎΡΠ½ΡΡ ΠΌΠΎΠ΄Π΅Π»Ρ Π΄Π»Ρ ΠΏΡΠΎΡΡΠΎΡΡ:\n 185β\n 186β- **ΠΠ»Π°Π²Π½ΡΠΉ ΠΏΠΎΡΠΎΠΊ**: ΠΠ³ΡΠΎΠ²ΠΎΠΉ ΡΠΈΠΊΠ», ΠΎΡΡΠΈΡΠΎΠ²ΠΊΠ°, Π²Π²ΠΎΠ΄, Π°ΡΠ΄ΠΈΠΎΠΊΠΎΠΌΠ°Π½Π΄Ρ\n 187β- **ΠΡΠ΄ΠΈΠΎΠΏΠΎΡΠΎΠΊ** (ΠΎΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ): ΠΠΎΡΠΎΠΊΠΎΠ²ΠΎΠ΅ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ Π°ΡΠ΄ΠΈΠΎ (ΡΠΏΡΠ°Π²Π»ΡΠ΅ΡΡΡ Π°ΡΠ΄ΠΈΠΎ-Π±ΡΠΊΠ΅Π½Π΄ΠΎΠΌ)\n 188β\n 189βΠΠ»Π°Π½Ρ Π½Π° Π±ΡΠ΄ΡΡΠ΅Π΅:\n 190β- ΠΠ°Π³ΡΡΠ·ΠΊΠ° ΡΠ΅ΡΡΡΡΠΎΠ² Π² ΡΠΎΠ½ΠΎΠ²ΠΎΠΌ ΠΏΠΎΡΠΎΠΊΠ΅\n 191β- ΠΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΡΠΊΡΠΈΠΏΡΠΎΠ² Π² Π²ΡΠ΄Π΅Π»Π΅Π½Π½ΠΎΠΌ ΠΏΠΎΡΠΎΠΊΠ΅\n 192β\n 193β## Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠ°ΠΌΡΡΡΡ\n 194β\n 195β- **ΠΡΠΈΠ½ΡΠΈΠΏΡ RAII** Π²ΠΎ Π²ΡΠ΅ΠΉ ΠΊΠΎΠ΄ΠΎΠ²ΠΎΠΉ Π±Π°Π·Π΅\n 196β- **Π£ΠΌΠ½ΡΠ΅ ΡΠΊΠ°Π·Π°ΡΠ΅Π»ΠΈ** Π΄Π»Ρ ΡΠ΅ΠΌΠ°Π½ΡΠΈΠΊΠΈ Π²Π»Π°Π΄Π΅Π½ΠΈΡ\n 197β- **ΠΠ΅ΡΠΊΡΠΈΠΏΡΠΎΡΡ ΡΠ΅ΡΡΡΡΠΎΠ²** Π΄Π»Ρ ΡΠΏΡΠ°Π²Π»ΡΠ΅ΠΌΡΡ ΡΠ΅ΡΡΡΡΠΎΠ²\n 198β- **ΠΡΠ»-Π°Π»Π»ΠΎΠΊΠ°ΡΠΎΡΡ** Π΄Π»Ρ ΡΠ°ΡΡΠΎ ΡΠΎΠ·Π΄Π°Π²Π°Π΅ΠΌΡΡ /ΡΠ½ΠΈΡΡΠΎΠΆΠ°Π΅ΠΌΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n 199β\n 200β## ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΠΎΡΠΈΠ±ΠΎΠΊ\n 201β\n 202β- **Π’ΠΈΠΏΡ Expected/Result** Π΄Π»Ρ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΠΌΡΡ ΠΎΡΠΈΠ±ΠΎΠΊ\n 203β- **ΠΡΠΊΠ»ΡΡΠ΅Π½ΠΈΡ ΠΎΡΠΊΠ»ΡΡΠ΅Π½Ρ** - ΡΠ²Π½ΠΎΠ΅ ΡΠ°ΡΠΏΡΠΎΡΡΡΠ°Π½Π΅Π½ΠΈΠ΅ ΠΎΡΠΈΠ±ΠΎΠΊ\n 204β- **Π‘ΠΈΡΡΠ΅ΠΌΠ° Π»ΠΎΠ³ΠΈΡΠΎΠ²Π°Π½ΠΈΡ** Π΄Π»Ρ ΠΎΡΠ»Π°Π΄ΠΊΠΈ ΠΈ Π΄ΠΈΠ°Π³Π½ΠΎΡΡΠΈΠΊΠΈ\n 205β- **Π£ΡΠ²Π΅ΡΠΆΠ΄Π΅Π½ΠΈΡ** Π΄Π»Ρ ΠΏΡΠΎΠ²Π΅ΡΠΎΠΊ Π½Π° ΡΡΠ°ΠΏΠ΅ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ\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":"# ΠΠ±Π·ΠΎΡ Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΡ\n\n> **Π‘ΠΌ. ΡΠ°ΠΊΠΆΠ΅**: [gui_architecture.md](gui_architecture.md) β Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° GUI ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°.\n> **Π‘ΠΌ. ΡΠ°ΠΊΠΆΠ΅**: [core_runtime_spec.md](core_runtime_spec.md) β API ΡΠΏΠ΅ΡΠΈΡΠΈΠΊΠ°ΡΠΈΡ ΡΠ΄ΡΠ° runtime.\n> **Π‘ΠΌ. ΡΠ°ΠΊΠΆΠ΅**: [editor_engine_interaction.md](editor_engine_interaction.md) β ΠΏΡΠΎΡΠΎΠΊΠΎΠ»Ρ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΡ.\n\nΠΡΠΎΡ Π΄ΠΎΠΊΡΠΌΠ΅Π½Ρ ΠΎΠΏΠΈΡΡΠ²Π°Π΅Ρ Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΡ Π΄Π²ΠΈΠΆΠΊΠ° NovelMind ΠΈ Π΅Π³ΠΎ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ² Π½Π° Π²ΡΡΠΎΠΊΠΎΠΌ ΡΡΠΎΠ²Π½Π΅.\n\n## ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ ΡΠΈΡΡΠ΅ΠΌΡ\n\nNovelMind ΡΠΎΡΡΠΎΠΈΡ ΠΈΠ· ΡΡΠ΅Ρ ΠΎΡΠ½ΠΎΠ²Π½ΡΡ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ²:\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. ΠΠ²ΠΈΠΆΠΎΠΊ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ (`engine_core/`)\n\nΠΠ²ΠΈΠΆΠΎΠΊ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ ΡΠ²Π»ΡΠ΅ΡΡΡ ΠΎΡΠ½ΠΎΠ²Π½ΡΠΌ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠΌ, ΠΊΠΎΡΠΎΡΡΠΉ ΠΈΡΠΏΠΎΠ»Π½ΡΠ΅Ρ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ Π½ΠΎΠ²Π΅Π»Π»Ρ Π²ΠΎ Π²ΡΠ΅ΠΌΡ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ. ΠΠ½ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠ°Π½ Π±ΡΡΡ Π»Π΅Π³ΠΊΠΎΠ²Π΅ΡΠ½ΡΠΌ ΠΈ Π±ΡΡΡΡΡΠΌ.\n\n#### ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° ΠΌΠΎΠ΄ΡΠ»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#### ΠΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΌΠΎΠ΄ΡΠ»ΠΈ\n\n| ΠΠΎΠ΄ΡΠ»Ρ | ΠΡΠΎΡΡΡΠ°Π½ΡΡΠ²ΠΎ ΠΈΠΌΠ΅Π½ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ |\n|--------|-----------|-------------|\n| Platform | `NovelMind::platform` | Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΎΠΊΠ½Π°ΠΌΠΈ, Π²Π²ΠΎΠ΄, ΡΠ°ΠΉΠΌΠ΅Ρ, ΡΠ°ΠΉΠ»ΠΎΠ²ΡΠΉ Π²Π²ΠΎΠ΄/Π²ΡΠ²ΠΎΠ΄ |\n| Renderer | `NovelMind::renderer` | 2D ΠΎΡΡΠΈΡΠΎΠ²ΠΊΠ° ΡΠΏΡΠ°ΠΉΡΠΎΠ², ΡΠ΅ΠΊΡΡ, ΡΡΡΠ΅ΠΊΡΡ |\n| VFS | `NovelMind::vfs` | ΠΠΈΡΡΡΠ°Π»ΡΠ½Π°Ρ ΡΠ°ΠΉΠ»ΠΎΠ²Π°Ρ ΡΠΈΡΡΠ΅ΠΌΠ° Ρ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠΎΠΉ ΡΠΈΡΡΠΎΠ²Π°Π½ΠΈΡ |\n| Resource Manager | `NovelMind::resource` | ΠΠ°Π³ΡΡΠ·ΠΊΠ° ΡΠ΅ΡΡΡΡΠΎΠ², ΠΊΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅, Π΄ΠΎΡΡΡΠΏ ΠΊ Π΄Π°Π½Π½ΡΠΌ |\n| Scripting | `NovelMind::scripting` | ΠΠ½ΡΠ΅ΡΠΏΡΠ΅ΡΠ°ΡΠΎΡ/Π²ΠΈΡΡΡΠ°Π»ΡΠ½Π°Ρ ΠΌΠ°ΡΠΈΠ½Π° NM Script |\n| Scene | `NovelMind::scene` | ΠΡΠ°Ρ ΡΡΠ΅Π½Ρ, ΡΠ»ΠΎΠΈ, ΠΎΠ±ΡΠ΅ΠΊΡΡ |\n| Audio | `NovelMind::audio` | ΠΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ Π·Π²ΡΠΊΠ° ΠΈ ΠΌΡΠ·ΡΠΊΠΈ (miniaudio + data provider) |\n| Input | `NovelMind::input` | Π‘ΠΎΠΏΠΎΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π²Π²ΠΎΠ΄Π° ΠΈ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΡΠΎΠ±ΡΡΠΈΠΉ |\n| Save | `NovelMind::save` | Π‘Π΅ΡΠΈΠ°Π»ΠΈΠ·Π°ΡΠΈΡ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ ΠΈΠ³ΡΡ (ΡΠΎΡΠΌΠ°Ρ v2, ΡΠ»ΠΎΡΡ/Π°Π²ΡΠΎΡΠ΅ΠΉΠ²) |\n\n### 2. ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΎΡ (`editor/`)\n\nΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΎΡ - ΡΡΠΎ Π½Π°ΡΡΠΎΠ»ΡΠ½ΠΎΠ΅ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΡ Π½ΠΎΠ²Π΅Π»Π».\n\n#### ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°\n\n- **Project Dashboard** - Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΡΠΎΠ΅ΠΊΡΠ°ΠΌΠΈ, Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ\n- **Scene Editor** - ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΠΎΠ΅ ΡΠΎΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΡΠ΅Π½Ρ (WYSIWYG)\n- **Story Flow Editor** - ΠΠΈΠ·Π°ΠΉΠ½ Π½Π°ΡΡΠ°ΡΠΈΠ²Π½ΠΎΠ³ΠΎ ΠΏΠΎΡΠΎΠΊΠ° Π½Π° ΠΎΡΠ½ΠΎΠ²Π΅ ΡΠ·Π»ΠΎΠ²\n- **Script Editor** - Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΠΊΠΎΠ΄Π° NM Script Ρ ΠΏΠΎΠ΄ΡΠ²Π΅ΡΠΊΠΎΠΉ ΡΠΈΠ½ΡΠ°ΠΊΡΠΈΡΠ°\n- **Localization Editor** - Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄Π°ΠΌΠΈ\n- **Build System** - ΠΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ ΠΊΠΎΠΌΠΏΠΈΠ»ΡΡΠΈΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°\n\n### 3. ΠΠΎΠΌΠΏΠΈΠ»ΡΡΠΎΡ (`compiler/`)\n\nΠΠΎΠΌΠΏΠΈΠ»ΡΡΠΎΡ ΠΏΡΠ΅ΠΎΠ±ΡΠ°Π·ΡΠ΅Ρ ΠΏΡΠΎΠ΅ΠΊΡΡ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° Π² ΠΏΠ°ΠΊΠ΅ΡΡ, Π³ΠΎΡΠΎΠ²ΡΠ΅ ΠΊ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ.\n\n#### ΠΠΎΠ½Π²Π΅ΠΉΠ΅Ρ ΠΊΠΎΠΌΠΏΠΈΠ»ΡΡΠΈΠΈ\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## ΠΠΎΡΠΎΠΊ Π΄Π°Π½Π½ΡΡ \n\n### ΠΠΎΠ΄Π΅Π»Ρ Π΄Π°Π½Π½ΡΡ ΠΏΡΠΎΠ΅ΠΊΡΠ°\n\n```\nProject\nβββ Metadata (Π½Π°Π·Π²Π°Π½ΠΈΠ΅, Π²Π΅ΡΡΠΈΡ, Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ)\nβββ Characters[]\nβ βββ id, name, display_name\nβ βββ sprites[]\nβ βββ default_color\nβββ Scenes[]\nβ βββ id, name\nβ βββ layers[]\nβ β βββ objects[]\nβ βββ entry_node\nβββ Story Graph\nβ βββ nodes[]\nβ βββ DialogueNode\nβ βββ ChoiceNode\nβ βββ ConditionNode\nβ βββ TransitionNode\nβββ Variables[]\nβ βββ Flags (bool)\nβ βββ Counters (int)\nβββ Localization\nβ βββ languages[]\nβ βββ strings{}\nβββ Assets\n βββ textures/\n βββ audio/\n βββ fonts/\n```\n\n### ΠΠΎΡΠΎΠΊ Π΄Π°Π½Π½ΡΡ Π²ΠΎ Π²ΡΠ΅ΠΌΡ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ\n\n1. **ΠΠ½ΠΈΡΠΈΠ°Π»ΠΈΠ·Π°ΡΠΈΡ**\n - ΠΠ»Π°ΡΡΠΎΡΠΌΠ΅Π½Π½ΡΠΉ ΡΠ»ΠΎΠΉ ΠΈΠ½ΠΈΡΠΈΠ°Π»ΠΈΠ·ΠΈΡΡΠ΅Ρ ΠΎΠΊΠ½ΠΎ, Π²Π²ΠΎΠ΄, ΡΠ°ΠΉΠΌΠ΅Ρ\n - VFS ΠΌΠΎΠ½ΡΠΈΡΡΠ΅Ρ ΠΏΠ°ΠΊΠ΅ΡΡ ΠΈ Π²ΡΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠ΅ΡΡΡΡΠ½ΡΠ΅ ID\n - ResourceManager ΠΊΡΡΠΈΡΡΠ΅Ρ ΡΠ΅ΠΊΡΡΡΡΡ/ΡΡΠΈΡΡΡ ΠΈ ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅Ρ Π΄Π°Π½Π½ΡΠ΅ Π°ΡΠ΄ΠΈΠΎ\n - AudioManager ΠΏΠΎΠ»ΡΡΠ°Π΅Ρ data provider ΠΎΡ ResourceManager\n - ΠΠ²ΠΈΠΆΠΎΠΊ ΠΈΡΡΠΎΡΠΈΠΈ Π·Π°Π³ΡΡΠΆΠ°Π΅Ρ Π½Π°ΡΠ°Π»ΡΠ½ΡΡ ΡΡΠ΅Π½Ρ\n\n2. **ΠΠ»Π°Π²Π½ΡΠΉ ΡΠΈΠΊΠ»**\n - ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΡΠΎΠ±ΡΡΠΈΠΉ Π²Π²ΠΎΠ΄Π°\n - ΠΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ ΠΈΡΡΠΎΡΠΈΠΈ\n - ΠΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΉ/ΡΡΡΠ΅ΠΊΡΠΎΠ²\n - ΠΡΡΠΈΡΠΎΠ²ΠΊΠ° ΡΠ»ΠΎΠ΅Π² ΡΡΠ΅Π½Ρ\n - ΠΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΊΠ°Π΄ΡΠ°\n\n3. **ΠΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΠΈΡΡΠΎΡΠΈΠΈ**\n - ΠΠΎΠ»ΡΡΠ΅Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΠ΅Π³ΠΎ ΡΠ·Π»Π° ΠΈΠ· Π³ΡΠ°ΡΠ° ΠΈΡΡΠΎΡΠΈΠΈ\n - ΠΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄ ΡΠ·Π»Π° ΡΠ΅ΡΠ΅Π· ΡΠΊΡΠΈΠΏΡΠΎΠ²ΡΠΉ Π΄Π²ΠΈΠΆΠΎΠΊ\n - ΠΠΆΠΈΠ΄Π°Π½ΠΈΠ΅ Π²Π²ΠΎΠ΄Π° ΠΈΠ³ΡΠΎΠΊΠ° (ΠΏΡΠΎΠ΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π΄ΠΈΠ°Π»ΠΎΠ³Π°, Π²ΡΠ±ΠΎΡ)\n - ΠΠ΅ΡΠ΅Ρ ΠΎΠ΄ ΠΊ ΡΠ»Π΅Π΄ΡΡΡΠ΅ΠΌΡ ΡΠ·Π»Ρ\n - Π‘Π½ΠΈΠΌΠΊΠΈ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ ΡΠ΅ΡΠ΅Π· SaveManager (ΡΠ»ΠΎΡΡ/Π°Π²ΡΠΎΡΠ΅ΠΉΠ²)\n\n## ΠΡΠ°Ρ Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΠ΅ΠΉ\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## ΠΠΎΠ΄Π΅Π»Ρ ΠΏΠΎΡΠΎΠΊΠΎΠ²\n\nΠΠ²ΠΈΠΆΠΎΠΊ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ ΠΎΠ΄Π½ΠΎΠΏΠΎΡΠΎΡΠ½ΡΡ ΠΌΠΎΠ΄Π΅Π»Ρ Π΄Π»Ρ ΠΏΡΠΎΡΡΠΎΡΡ:\n\n- **ΠΠ»Π°Π²Π½ΡΠΉ ΠΏΠΎΡΠΎΠΊ**: ΠΠ³ΡΠΎΠ²ΠΎΠΉ ΡΠΈΠΊΠ», ΠΎΡΡΠΈΡΠΎΠ²ΠΊΠ°, Π²Π²ΠΎΠ΄, Π°ΡΠ΄ΠΈΠΎΠΊΠΎΠΌΠ°Π½Π΄Ρ\n- **ΠΡΠ΄ΠΈΠΎΠΏΠΎΡΠΎΠΊ** (ΠΎΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ): ΠΠΎΡΠΎΠΊΠΎΠ²ΠΎΠ΅ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ Π°ΡΠ΄ΠΈΠΎ (ΡΠΏΡΠ°Π²Π»ΡΠ΅ΡΡΡ Π°ΡΠ΄ΠΈΠΎ-Π±ΡΠΊΠ΅Π½Π΄ΠΎΠΌ)\n\nΠΠ»Π°Π½Ρ Π½Π° Π±ΡΠ΄ΡΡΠ΅Π΅:\n- ΠΠ°Π³ΡΡΠ·ΠΊΠ° ΡΠ΅ΡΡΡΡΠΎΠ² Π² ΡΠΎΠ½ΠΎΠ²ΠΎΠΌ ΠΏΠΎΡΠΎΠΊΠ΅\n- ΠΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΡΠΊΡΠΈΠΏΡΠΎΠ² Π² Π²ΡΠ΄Π΅Π»Π΅Π½Π½ΠΎΠΌ ΠΏΠΎΡΠΎΠΊΠ΅\n\n## Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠ°ΠΌΡΡΡΡ\n\n- **ΠΡΠΈΠ½ΡΠΈΠΏΡ RAII** Π²ΠΎ Π²ΡΠ΅ΠΉ ΠΊΠΎΠ΄ΠΎΠ²ΠΎΠΉ Π±Π°Π·Π΅\n- **Π£ΠΌΠ½ΡΠ΅ ΡΠΊΠ°Π·Π°ΡΠ΅Π»ΠΈ** Π΄Π»Ρ ΡΠ΅ΠΌΠ°Π½ΡΠΈΠΊΠΈ Π²Π»Π°Π΄Π΅Π½ΠΈΡ\n- **ΠΠ΅ΡΠΊΡΠΈΠΏΡΠΎΡΡ ΡΠ΅ΡΡΡΡΠΎΠ²** Π΄Π»Ρ ΡΠΏΡΠ°Π²Π»ΡΠ΅ΠΌΡΡ ΡΠ΅ΡΡΡΡΠΎΠ²\n- **ΠΡΠ»-Π°Π»Π»ΠΎΠΊΠ°ΡΠΎΡΡ** Π΄Π»Ρ ΡΠ°ΡΡΠΎ ΡΠΎΠ·Π΄Π°Π²Π°Π΅ΠΌΡΡ /ΡΠ½ΠΈΡΡΠΎΠΆΠ°Π΅ΠΌΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n\n## ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΠΎΡΠΈΠ±ΠΎΠΊ\n\n- **Π’ΠΈΠΏΡ Expected/Result** Π΄Π»Ρ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΠΌΡΡ ΠΎΡΠΈΠ±ΠΎΠΊ\n- **ΠΡΠΊΠ»ΡΡΠ΅Π½ΠΈΡ ΠΎΡΠΊΠ»ΡΡΠ΅Π½Ρ** - ΡΠ²Π½ΠΎΠ΅ ΡΠ°ΡΠΏΡΠΎΡΡΡΠ°Π½Π΅Π½ΠΈΠ΅ ΠΎΡΠΈΠ±ΠΎΠΊ\n- **Π‘ΠΈΡΡΠ΅ΠΌΠ° Π»ΠΎΠ³ΠΈΡΠΎΠ²Π°Π½ΠΈΡ** Π΄Π»Ρ ΠΎΡΠ»Π°Π΄ΠΊΠΈ ΠΈ Π΄ΠΈΠ°Π³Π½ΠΎΡΡΠΈΠΊΠΈ\n- **Π£ΡΠ²Π΅ΡΠΆΠ΄Π΅Π½ΠΈΡ** Π΄Π»Ρ ΠΏΡΠΎΠ²Π΅ΡΠΎΠΊ Π½Π° ΡΡΠ°ΠΏΠ΅ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ\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# ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° GUI ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° NovelMind\n 2β\n 3β> **ΠΡΠΈΠΌΠ΅ΡΠ°Π½ΠΈΠ΅**: ΠΠ»Ρ Π°ΠΊΡΡΠ°Π»ΡΠ½ΡΡ ΡΡΠ°ΡΡΡΠΎΠ² ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ ΡΠΌ. [IMPLEMENTATION_ROADMAP.md](IMPLEMENTATION_ROADMAP.md).\n 4β> ΠΠ»Ρ ΠΊΡΠΈΡΠ΅ΡΠΈΠ΅Π² 100% Π³ΠΎΡΠΎΠ²Π½ΠΎΡΡΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° ΡΠΌ. [EDITOR_SPEC_100.md](EDITOR_SPEC_100.md).\n 5β\n 6β## ΠΠ±Π·ΠΎΡ\n 7β\n 8βΠΠ°Π½Π½ΡΠΉ Π΄ΠΎΠΊΡΠΌΠ΅Π½Ρ ΠΎΠΏΠΈΡΡΠ²Π°Π΅Ρ ΠΊΠΎΠΌΠΏΠ»Π΅ΠΊΡΠ½ΡΡ Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΡ GUI Π΄Π»Ρ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° NovelMind, ΠΏΠΎΠ»Π½ΠΎΡΡΡΡ ΠΏΠ΅ΡΠ΅ΡΡΡΠΎΠ΅Π½Π½ΠΎΠ³ΠΎ Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ΠΌ Qt 6 Widgets. ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° ΡΠ»Π΅Π΄ΡΠ΅Ρ ΠΌΠΎΠ΄ΡΠ»ΡΠ½ΠΎΠΌΡ, ΡΠΎΠ±ΡΡΠΈΠΉΠ½ΠΎ-ΠΎΡΠΈΠ΅Π½ΡΠΈΡΠΎΠ²Π°Π½Π½ΠΎΠΌΡ Π΄ΠΈΠ·Π°ΠΉΠ½Ρ, Π²Π΄ΠΎΡ Π½ΠΎΠ²Π»Π΅Π½Π½ΠΎΠΌΡ ΠΏΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»ΡΠ½ΡΠΌΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°ΠΌΠΈ, ΡΠ°ΠΊΠΈΠΌΠΈ ΠΊΠ°ΠΊ Unreal Engine, Unity ΠΈ Godot.\n 9β\n 10β## Π’Π΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΡΠ΅ΡΠΊΠΈΠΉ ΡΡΠ΅ΠΊ\n 11β\n 12β- **C++20**\n 13β- **Qt 6.x**\n 14β- **Qt Widgets** (ΠΎΡΠ½ΠΎΠ²Π½Π°Ρ UI-ΡΡΠ΅ΠΉΠΌΠ²ΠΎΡΠΊ)\n 15β- **QDockWidget / QMainWindow** (ΡΠΈΡΡΠ΅ΠΌΠ° Π΄ΠΎΠΊΠΈΠ½Π³Π°)\n 16β- **QGraphicsView / QGraphicsScene** (Π³ΡΠ°ΡΡ, Π²ΡΠ΅ΠΌΠ΅Π½Π½Π°Ρ ΡΠΊΠ°Π»Π°)\n 17β- **Qt Model/View** (ΡΠ°Π±Π»ΠΈΡΡ, Π΄Π΅ΡΠ΅Π²ΡΡ)\n 18β- **CMake** (ΡΠΈΡΡΠ΅ΠΌΠ° ΡΠ±ΠΎΡΠΊΠΈ)\n 19β- **ΠΠ»Π°ΡΡΠΎΡΠΌΡ**: Windows / Linux\n 20β- **ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° High-DPI**\n 21β- **Π’Π΅ΠΌΠ½Π°Ρ ΡΠ΅ΠΌΠ° ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ**\n 22β\n 23β## Π£ΡΠΎΠ²Π½ΠΈ Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΡ\n 24β\n 25β```\n 26ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\n 27ββ GUI Layer (Qt Widgets) β\n 28ββ βββββββββββ βββββββββββ βββββββββββ βββββββββββ β\n 29ββ βSceneViewβ βStoryGraphβ βInspectorβ β Console β ... β\n 30ββ ββββββ¬βββββ ββββββ¬βββββ ββββββ¬βββββ ββββββ¬βββββ β\n 31ββ β β β β β\n 32ββββββββββ΄ββββββββββββ΄ββββββββββββ΄ββββββββββββ΄ββββββββββββββββββ€\n 33ββ Editor Core Layer β\n 34ββ βββββββββββ βββββββββββ ββββββββββββ ββββββββββββββββββ β\n 35ββ βEvent Busβ βSelectionβ βUndo/Redo β βPlay-In-Editor β β\n 36ββ β System β β System β β System β β Bridge β β\n 37ββ βββββββββββ βββββββββββ ββββββββββββ ββββββββββββββββββ β\n 38ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€\n 39ββ Engine Core (existing) β\n 40ββ βββββββββββ βββββββββββ ββββββββββββ ββββββββββββββββββ β\n 41ββ β Scene β βScriptingβ β Assets β β Renderer β β\n 42ββ β Graph β β (IR) β β (VFS) β β β β\n 43ββ βββββββββββ βββββββββββ ββββββββββββ ββββββββββββββββββ β\n 44ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\n 45β```\n 46β\n 47β## ΠΠΊΡΠ°Π½ ΠΏΡΠΈΠ²Π΅ΡΡΡΠ²ΠΈΡ/Π·Π°ΠΏΡΡΠΊΠ°\n 48β\n 49βΠ Π΅Π΄Π°ΠΊΡΠΎΡ ΠΈΠΌΠ΅Π΅Ρ ΡΠΎΠ²ΡΠ΅ΠΌΠ΅Π½Π½ΡΠΉ ΡΠΊΡΠ°Π½ ΠΏΡΠΈΠ²Π΅ΡΡΡΠ²ΠΈΡ, Π²Π΄ΠΎΡ Π½ΠΎΠ²Π»Π΅Π½Π½ΡΠΉ Unreal Engine ΠΈ Unity Hub:\n 50β\n 51β**ΠΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ:**\n 52β- Π‘ΠΏΠΈΡΠΎΠΊ ΠΏΠΎΡΠ»Π΅Π΄Π½ΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² Ρ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΡΠΌΠΈ ΠΌΠ΅ΡΠΊΠ°ΠΌΠΈ ΠΈ Π±ΡΡΡΡΡΠΌ Π΄ΠΎΡΡΡΠΏΠΎΠΌ\n 53β- Π¨Π°Π±Π»ΠΎΠ½Ρ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² (ΠΡΡΡΠΎΠΉ, ΠΠΈΠ·ΡΠ°Π»ΡΠ½Π°Ρ Π½ΠΎΠ²Π΅Π»Π»Π°, Π‘ΠΈΠΌΡΠ»ΡΡΠΎΡ ΡΠ²ΠΈΠ΄Π°Π½ΠΈΠΉ, ΠΠ΅ΡΠ΅ΠΊΡΠΈΠ², RPG, Π₯ΠΎΡΡΠΎΡ)\n 54β- ΠΠ½ΠΎΠΏΠΊΠΈ Π±ΡΡΡΡΡΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ (ΠΠΎΠ²ΡΠΉ ΠΏΡΠΎΠ΅ΠΊΡ, ΠΡΠΊΡΡΡΡ ΠΏΡΠΎΠ΅ΠΊΡ, ΠΡΠΎΡΠΌΠΎΡΡΠ΅ΡΡ ΠΏΡΠΈΠΌΠ΅ΡΡ)\n 55β- ΠΠ°Π½Π΅Π»Ρ ΠΎΠ±ΡΡΠ°ΡΡΠΈΡ ΡΠ΅ΡΡΡΡΠΎΠ² ΡΠΎ ΡΡΡΠ»ΠΊΠ°ΠΌΠΈ Π½Π° Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ\n 56β- Π€ΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎΡΡΡ ΠΏΠΎΠΈΡΠΊΠ° Π΄Π»Ρ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² ΠΈ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ²\n 57β- ΠΠΏΡΠΈΡ \"ΠΠ΅ ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°ΡΡ ΡΠ½ΠΎΠ²Π°\" Ρ ΠΏΠΎΡΡΠΎΡΠ½Π½ΡΠΌΠΈ Π½Π°ΡΡΡΠΎΠΉΠΊΠ°ΠΌΠΈ\n 58β- Π€Π»Π°Π³ ΠΊΠΎΠΌΠ°Π½Π΄Π½ΠΎΠΉ ΡΡΡΠΎΠΊΠΈ `--no-welcome` Π΄Π»Ρ ΠΏΡΠΎΠΏΡΡΠΊΠ°\n 59β\n 60β**Π Π΅Π°Π»ΠΈΠ·Π°ΡΠΈΡ:**\n 61β- `NMWelcomeDialog` - ΠΠΎΠ΄Π°Π»ΡΠ½ΠΎΠ΅ Π΄ΠΈΠ°Π»ΠΎΠ³ΠΎΠ²ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ, ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°Π΅ΠΌΠΎΠ΅ ΠΏΡΠΈ Π·Π°ΠΏΡΡΠΊΠ΅\n 62β- ΠΠ½ΡΠ΅Π³ΡΠΈΡΠΎΠ²Π°Π½ΠΎ Π² ΠΏΠΎΡΠΎΠΊ Π·Π°ΠΏΡΡΠΊΠ° `main.cpp`\n 63β- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ QSettings Π΄Π»Ρ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n 64β- Π‘ΡΠΈΠ»ΠΈΠ·Π°ΡΠΈΡ Π² ΡΡΠΈΠ»Π΅ ΡΠ΅ΠΌΠ½ΠΎΠΉ ΡΠ΅ΠΌΡ Unreal\n 65β\n 66β## ΠΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ\n 67β\n 68β### 1. Π¨ΠΈΠ½Π° ΡΠΎΠ±ΡΡΠΈΠΉ (`QtEventBus`)\n 69β\n 70βΠ¦Π΅Π½ΡΡΠ°Π»ΡΠ½Π°Ρ ΡΠΈΡΡΠ΅ΠΌΠ° ΠΎΠ±ΠΌΠ΅Π½Π° ΡΠΎΠΎΠ±ΡΠ΅Π½ΠΈΡΠΌΠΈ Π΄Π»Ρ ΡΠ»Π°Π±ΠΎΠΉ ΡΠ²ΡΠ·ΠΈ ΠΌΠ΅ΠΆΠ΄Ρ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°ΠΌΠΈ.\n 71β\n 72β```cpp\n 73β// Π’ΠΈΠΏΡ ΡΠΎΠ±ΡΡΠΈΠΉ\n 74βenum 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// ΠΡΠΈΠΌΠ΅Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ\n 85βQtEventBus::instance().publish(SelectionChangedEvent{selectedIds});\n 86βQtEventBus::instance().subscribe<SelectionChangedEvent>([](const auto& e) {\n 87β // ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΡΠΎΠ±ΡΡΠΈΡ\n 88β});\n 89β```\n 90β\n 91β### 2. Π‘ΠΈΡΡΠ΅ΠΌΠ° Π²ΡΠ±ΠΎΡΠ° (`QtSelectionManager`)\n 92β\n 93βΠ¦Π΅Π½ΡΡΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π²ΡΠ±ΠΎΡΠΎΠΌ Π²ΠΎ Π²ΡΠ΅Ρ ΠΏΠ°Π½Π΅Π»ΡΡ .\n 94β\n 95β- ΠΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π΅Ρ Π²ΡΠ±ΡΠ°Π½Π½ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ (ΠΎΠ±ΡΠ΅ΠΊΡΡ ΡΡΠ΅Π½Ρ, ΡΠ·Π»Ρ Π³ΡΠ°ΡΠ°, ΡΠ»Π΅ΠΌΠ΅Π½ΡΡ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ, Π°ΡΡΠ΅ΡΡ)\n 96β- ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΈΠ²Π°Π΅Ρ ΠΌΠ½ΠΎΠΆΠ΅ΡΡΠ²Π΅Π½Π½ΡΠΉ Π²ΡΠ±ΠΎΡ\n 97β- Π£Π²Π΅Π΄ΠΎΠΌΠ»ΡΠ΅Ρ ΡΠ»ΡΡΠ°ΡΠ΅Π»Π΅ΠΉ ΡΠ΅ΡΠ΅Π· ΡΠΈΠ½Ρ ΡΠΎΠ±ΡΡΠΈΠΉ\n 98β- ΠΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅Ρ ΠΈΡΡΠΎΡΠΈΡ Π²ΡΠ±ΠΎΡΠ° Π΄Π»Ρ Π½Π°Π²ΠΈΠ³Π°ΡΠΈΠΈ\n 99β\n 100β### 3. Π‘ΠΈΡΡΠ΅ΠΌΠ° ΠΊΠΎΠΌΠ°Π½Π΄ ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ° (`NMUndoManager`)\n 101β\n 102βΠ¦Π΅Π½ΡΡΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΎΡΠΌΠ΅Π½ΠΎΠΉ/ΠΏΠΎΠ²ΡΠΎΡΠΎΠΌ Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ΠΌ `QUndoStack` Qt.\n 103β\n 104β**ΠΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ:**\n 105β- ΠΠ»ΠΎΠ±Π°Π»ΡΠ½ΡΠΉ ΡΡΠ΅ΠΊ ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ° Π΄Π»Ρ Π²ΡΠ΅Ρ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°\n 106β- ΠΠ°ΡΡΠ΅ΡΠ½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ Π΄Π»Ρ ΠΎΠ±ΡΠ°ΡΠΈΠΌΡΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ\n 107β- ΠΠ±ΡΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄ Π΄Π»Ρ ΠΏΠ»Π°Π²Π½ΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ (Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ, Π½Π΅ΠΏΡΠ΅ΡΡΠ²Π½ΡΠ΅ ΡΡΠ°Π½ΡΡΠΎΡΠΌΠ°ΡΠΈΠΈ)\n 108β- ΠΠ°ΡΡΡΠΎΠΉΠΊΠ° Π»ΠΈΠΌΠΈΡΠ° ΠΎΡΠΌΠ΅Π½Ρ (ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ: 100 ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ)\n 109β- ΠΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΠ΅ ΡΠΈΡΡΠΎΠ³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ Π΄Π»Ρ Π½Π΅ΡΠΎΡ ΡΠ°Π½Π΅Π½Π½ΡΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\n 110β- ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° ΠΌΠ°ΠΊΡΠΎΡΠΎΠ² Π΄Π»Ρ Π³ΡΡΠΏΠΏΠΈΡΠΎΠ²ΠΊΠΈ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ\n 111β- ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Ρ ΠΌΠ΅Π½Ρ/ΠΏΠ°Π½Π΅Π»ΡΡ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠ² Π³Π»Π°Π²Π½ΠΎΠ³ΠΎ ΠΎΠΊΠ½Π°\n 112β- ΠΠΈΠ½Π°ΠΌΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΠ° ΠΌΠ΅Π½Ρ\n 113β\n 114β**ΠΠ°Π·ΠΎΠ²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ ΠΊΠΎΠΌΠ°Π½Π΄:**\n 115β- `PropertyChangeCommand` - ΠΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ Π·Π½Π°ΡΠ΅Π½ΠΈΠΉ ΡΠ²ΠΎΠΉΡΡΠ²\n 116β- `AddObjectCommand` / `DeleteObjectCommand` - ΠΠΈΠ·Π½Π΅Π½Π½ΡΠΉ ΡΠΈΠΊΠ» ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n 117β- `TransformObjectCommand` - ΠΠΎΠ·ΠΈΡΠΈΡ/Π²ΡΠ°ΡΠ΅Π½ΠΈΠ΅/ΠΌΠ°ΡΡΡΠ°Π± (Ρ ΠΎΠ±ΡΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΠ΅ΠΌ)\n 118β- `CreateGraphNodeCommand` / `DeleteGraphNodeCommand` - Π£Π·Π»Ρ Π³ΡΠ°ΡΠ° ΠΈΡΡΠΎΡΠΈΠΈ\n 119β- `ConnectGraphNodesCommand` - Π‘ΠΎΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΡ ΡΠ·Π»ΠΎΠ²\n 120β\n 121β```cpp\n 122βclass MoveNodeCommand : public QUndoCommand {\n 123βpublic:\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// ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅\n 131βNMUndoManager::instance().pushCommand(new PropertyChangeCommand(...));\n 132β```\n 133β\n 134β### 4. ΠΠΎΡΡ Play-In-Editor\n 135β\n 136βΠ£ΠΏΡΠ°Π²Π»ΡΠ΅Ρ Π²ΡΡΡΠ°ΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ ΡΡΠ΅Π΄Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ Π΄Π»Ρ ΠΏΡΠ΅Π΄Π²Π°ΡΠΈΡΠ΅Π»ΡΠ½ΠΎΠ³ΠΎ ΠΏΡΠΎΡΠΌΠΎΡΡΠ° Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΡ Π½ΠΎΠ²Π΅Π»Π» Π² ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ΅.\n 137β\n 138β## ΠΠΎΡΠΎΠΆΠ½Π°Ρ ΠΊΠ°ΡΡΠ° ΠΏΠΎΡΡΠ°ΠΏΠ½ΠΎΠΉ ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ\n 139β\n 140β### Π€Π°Π·Π° 0 - Π€ΡΠ½Π΄Π°ΠΌΠ΅Π½Ρ\n 141β\n 142β**Π¦Π΅Π»ΠΈ:**\n 143β- ΠΠ°ΡΠΊΠ°Ρ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΡ Ρ Qt6\n 144β- ΠΠ»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ Ρ Π΄ΠΎΠΊΠΈΠ½Π³ΠΎΠΌ\n 145β- Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠ΅ΠΌΡ/ΡΡΠΈΠ»Ρ (ΡΠ΅ΠΌΠ½Π°Ρ ΡΠ΅ΠΌΠ° Π² ΡΡΠΈΠ»Π΅ Unreal)\n 146β- Π¨ΠΈΠ½Π° ΡΠΎΠ±ΡΡΠΈΠΉ (Π±Π°Π·ΠΎΠ²Π°Ρ)\n 147β- Π‘ΠΈΡΡΠ΅ΠΌΠ° Π²ΡΠ±ΠΎΡΠ° (Π±Π°Π·ΠΎΠ²Π°Ρ)\n 148β\n 149β**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n 150β- `NMMainWindow : QMainWindow`\n 151β- `NMDockManager`\n 152β- `NMStyleManager`\n 153β- `QtEventBus`\n 154β- `QtSelectionManager`\n 155β\n 156β**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ Qt:**\n 157β- `QMainWindow`\n 158β- `QDockWidget`\n 159β- `QApplication`\n 160β- Π’Π°Π±Π»ΠΈΡΡ ΡΡΠΈΠ»Π΅ΠΉ Qt (QSS)\n 161β\n 162β**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n 163β- [x] Π Π΅Π΄Π°ΠΊΡΠΎΡ Π·Π°ΠΏΡΡΠΊΠ°Π΅ΡΡΡ Ρ ΠΏΡΡΡΡΠΌ Π³Π»Π°Π²Π½ΡΠΌ ΠΎΠΊΠ½ΠΎΠΌ\n 164β- [x] Π€ΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π»ΡΠ½ΡΠΉ ΡΡΠ΅ΠΉΠΌΠ²ΠΎΡΠΊ Π΄ΠΎΠΊΠΈΠ½Π³Π°\n 165β- [x] ΠΡΠΈΠΌΠ΅Π½Π΅Π½Π° ΡΠ΅ΠΌΠ½Π°Ρ ΡΠ΅ΠΌΠ°\n 166β- [x] Π¨ΠΈΠ½Π° ΡΠΎΠ±ΡΡΠΈΠΉ ΠΌΠΎΠΆΠ΅Ρ ΠΏΡΠ±Π»ΠΈΠΊΠΎΠ²Π°ΡΡ/ΠΏΠΎΠ΄ΠΏΠΈΡΡΠ²Π°ΡΡΡΡ Π½Π° ΡΠΎΠ±ΡΡΠΈΡ\n 167β- [x] Π‘ΠΈΡΡΠ΅ΠΌΠ° Π²ΡΠ±ΠΎΡΠ° ΠΎΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π΅Ρ Π±Π°Π·ΠΎΠ²ΡΠΉ Π²ΡΠ±ΠΎΡ\n 168β- [x] ΠΠΊΡΠ°Π½ ΠΏΡΠΈΠ²Π΅ΡΡΡΠ²ΠΈΡ/Π·Π°ΠΏΡΡΠΊΠ° Ρ ΠΏΠΎΡΠ»Π΅Π΄Π½ΠΈΠΌΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°ΠΌΠΈ ΠΈ ΡΠ°Π±Π»ΠΎΠ½Π°ΠΌΠΈ\n 169β\n 170β### Π€Π°Π·Π° 1 - ΠΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΏΠ°Π½Π΅Π»ΠΈ (ΡΠΎΠ»ΡΠΊΠΎ ΡΡΠ΅Π½ΠΈΠ΅)\n 171β\n 172β**Π¦Π΅Π»ΠΈ:**\n 173β- ΠΠ°Π½Π΅Π»Ρ SceneView (ΡΠΎΠ»ΡΠΊΠΎ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠ΅)\n 174β- ΠΠ°Π½Π΅Π»Ρ StoryGraph (ΡΠΎΠ»ΡΠΊΠΎ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠ΅)\n 175β- ΠΠ°Π½Π΅Π»Ρ Inspector (ΡΠ²ΠΎΠΉΡΡΠ²Π° ΡΠΎΠ»ΡΠΊΠΎ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡ)\n 176β- ΠΠ°Π½Π΅Π»Ρ Console (ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠ΅ Π»ΠΎΠ³Π°)\n 177β\n 178β**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n 179β- `NMSceneViewPanel : NMDockPanel`\n 180β- `NMStoryGraphPanel : NMDockPanel`\n 181β- `NMInspectorPanel : NMDockPanel`\n 182β- `NMConsolePanel : NMDockPanel`\n 183β\n 184β**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ Qt:**\n 185β- `QGraphicsView` / `QGraphicsScene`\n 186β- `QTreeView` / `QTreeWidget`\n 187β- `QListWidget`\n 188β- `QTextEdit`\n 189β\n 190β**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n 191β- [x] SceneView ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΠΎΠ±ΡΠ΅ΠΊΡΡ ΡΡΠ΅Π½Ρ (Π±Π΅Π· Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΡ)\n 192β- [x] StoryGraph ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΡΠ·Π»Ρ ΠΈ ΡΠΎΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΡ (Π±Π΅Π· ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ)\n 193β- [x] Inspector ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°Π΅Ρ ΡΠ²ΠΎΠΉΡΡΠ²Π° Π²ΡΠ±ΡΠ°Π½Π½ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°\n 194β- [x] Console ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΡΠΎΠΎΠ±ΡΠ΅Π½ΠΈΡ Π»ΠΎΠ³Π°\n 195β- [x] Asset Browser Ρ ΡΠ°Π·Π΄Π΅Π»Π΅Π½Π½ΡΠΌ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ΠΌ Π΄Π΅ΡΠ΅Π²Π°/ΡΠΏΠΈΡΠΊΠ°\n 196β- [x] ΠΠ°Π½Π΅Π»Ρ Hierarchy Ρ ΡΠ°Π·Π²ΠΎΡΠ°ΡΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ/ΡΠ²ΠΎΡΠ°ΡΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ\n 197β\n 198β### Π€Π°Π·Π° 2 - Π Π΅Π΄Π°ΠΊΡΠΈΡΡΠ΅ΠΌΠΎΠ΅ ΡΠ΄ΡΠΎ\n 199β\n 200β**Π¦Π΅Π»ΠΈ:**\n 201β- ΠΡΠ±ΠΎΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² Π²ΠΎ Π²ΡΠ΅Ρ ΠΏΠ°Π½Π΅Π»ΡΡ \n 202β- Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ²ΠΎΠΉΡΡΠ² Π² Inspector\n 203β- Π‘ΠΈΡΡΠ΅ΠΌΠ° ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ°\n 204β- ΠΠ°Π·ΠΎΠ²ΠΎΠ΅ ΠΏΠ΅ΡΠ΅ΡΠ°ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅\n 205β- ΠΡΠ°ΡΠ·Π΅Ρ Π°ΡΡΠ΅ΡΠΎΠ² (Π±Π°Π·ΠΎΠ²ΡΠΉ)\n 206β\n 207β**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n 208β- `NMAssetBrowserPanel : NMDockPanel`\n 209β- `NMPropertyEditor`\n 210β- `NMUndoManager`\n 211β- Π Π°Π·Π»ΠΈΡΠ½ΡΠ΅ ΠΏΠΎΠ΄ΠΊΠ»Π°ΡΡΡ `QUndoCommand`\n 212β\n 213β**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ Qt:**\n 214β- `QUndoStack`\n 215β- `QMimeData` (ΠΏΠ΅ΡΠ΅ΡΠ°ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅)\n 216β- ΠΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠ΅ Π²ΠΈΠ΄ΠΆΠ΅ΡΡ ΡΠ²ΠΎΠΉΡΡΠ²\n 217β\n 218β**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n 219β- [x] Π‘ΠΈΡΡΠ΅ΠΌΠ° ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ° Ρ QUndoStack\n 220β- [x] ΠΠ°ΡΡΠ΅ΡΠ½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ Π΄Π»Ρ Π²ΡΠ΅Ρ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°\n 221β- [x] ΠΡΠΌΠ΅Π½Π°/ΠΏΠΎΠ²ΡΠΎΡ ΠΈΠ½ΡΠ΅Π³ΡΠΈΡΠΎΠ²Π°Π½Ρ Ρ Π³Π»Π°Π²Π½ΡΠΌ ΠΎΠΊΠ½ΠΎΠΌ\n 222β- [ ] ΠΠ»ΠΈΠΊ Π΄Π»Ρ Π²ΡΠ±ΠΎΡΠ° ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² (ΡΡΠ΅ΠΉΠΌΠ²ΠΎΡΠΊ Π³ΠΎΡΠΎΠ²)\n 223β- [ ] ΠΠ½ΠΎΠΆΠ΅ΡΡΠ²Π΅Π½Π½ΡΠΉ Π²ΡΠ±ΠΎΡ Ρ Ctrl+Click (ΡΡΠ΅ΠΉΠΌΠ²ΠΎΡΠΊ Π³ΠΎΡΠΎΠ²)\n 224β- [x] Inspector ΡΠ΅Π΄Π°ΠΊΡΠΈΡΡΠ΅Ρ ΡΠ²ΠΎΠΉΡΡΠ²Π° (ΡΠ΅Π΄Π°ΠΊΡΠΈΡΡΠ΅ΠΌΡΠ΅ Π²ΠΈΠ΄ΠΆΠ΅ΡΡ)\n 225β- [x] ΠΡΡΠ΅ΡΡ ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΎΡΠΌΠ°ΡΡΠΈΠ²Π°ΡΡ\n 226β\n 227β### Π€Π°Π·Π° 3 - ΠΡΠΎΠ΄Π²ΠΈΠ½ΡΡΡΠ΅ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΡ\n 228β\n 229β**Π¦Π΅Π»ΠΈ:**\n 230β- Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ·Π»ΠΎΠ² StoryGraph\n 231β- Π Π΅Π΄Π°ΠΊΡΠΎΡ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ\n 232β- Π Π΅Π΄Π°ΠΊΡΠΎΡ ΠΊΡΠΈΠ²ΡΡ \n 233β- ΠΠ°Π½Π΅Π»Ρ ΠΈΠ΅ΡΠ°ΡΡ ΠΈΠΈ\n 234β\n 235β**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n 236β- `NMTimelinePanel : NMDockPanel`\n 237β- `NMCurveEditorPanel : NMDockPanel`\n 238β- `NMHierarchyPanel : NMDockPanel`\n 239β- `NMGraphNodeItem : QGraphicsItem`\n 240β- `NMGraphConnectionItem : QGraphicsItem`\n 241β\n 242β**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ Qt:**\n 243β- ΠΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠ΅ ΠΏΠΎΠ΄ΠΊΠ»Π°ΡΡΡ `QGraphicsItem`\n 244β- `QTimeLine` (Π΄Π»Ρ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΉ)\n 245β- ΠΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΎΠ΅ ΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅\n 246β\n 247β**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n 248β- [x] Π Π΅Π΄Π°ΠΊΡΠΎΡ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ Ρ ΠΌΠ½ΠΎΠΆΠ΅ΡΡΠ²Π΅Π½Π½ΡΠΌΠΈ Π΄ΠΎΡΠΎΠΆΠΊΠ°ΠΌΠΈ\n 249β- [x] Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ ΠΈ ΠΏΡΠΎΠΊΡΡΡΠΊΠ° ΠΊΠ°Π΄ΡΠΎΠ²\n 250β- [x] ΠΠΈΠ·ΡΠ°Π»ΠΈΠ·Π°ΡΠΈΡ ΠΊΠ»ΡΡΠ΅Π²ΡΡ ΠΊΠ°Π΄ΡΠΎΠ²\n 251β- [x] Π Π΅Π΄Π°ΠΊΡΠΎΡ ΠΊΡΠΈΠ²ΡΡ Ρ ΡΠΈΠΏΠ°ΠΌΠΈ ΠΈΠ½ΡΠ΅ΡΠΏΠΎΠ»ΡΡΠΈΠΈ\n 252β- [x] ΠΠΈΠ·ΡΠ°Π»ΠΈΠ·Π°ΡΠΈΡ ΡΠ΅ΡΠΊΠΈ ΠΈ ΠΎΡΡΠΈΡΠΎΠ²ΠΊΠ° ΠΏΡΡΠΈ ΠΊΡΠΈΠ²ΠΎΠΉ\n 253β- [x] Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅/ΡΠ΄Π°Π»Π΅Π½ΠΈΠ΅/ΡΠΎΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΠ΅ ΡΠ·Π»ΠΎΠ² Π² StoryGraph (Π€Π°Π·Π° 3.3)\n 254β- [ ] ΠΠ΅ΡΠ΅ΡΠ°ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅ΡΠΏΠΎΡΡΠ΄ΠΎΡΠΈΠ²Π°Π½ΠΈΡ Π² Hierarchy (Π€Π°Π·Π° 3.3 - Π±ΡΠ΄ΡΡΠ°Ρ ΡΠ°Π±ΠΎΡΠ°)\n 255β\n 256β### Π€Π°Π·Π° 4 - ΠΡΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡΠ²Π΅Π½Π½ΡΠ΅ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΡ\n 257β\n 258β**Π¦Π΅Π»ΠΈ:**\n 259β- ΠΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ Π³ΠΎΠ»ΠΎΡΠ°\n 260β- ΠΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ Π»ΠΎΠΊΠ°Π»ΠΈΠ·Π°ΡΠΈΠΈ\n 261β- ΠΠ°Π½Π΅Π»Ρ Π΄ΠΈΠ°Π³Π½ΠΎΡΡΠΈΠΊΠΈ\n 262β- ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠ±ΠΎΡΠΊΠΈ\n 263β\n 264β**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n 265β- `NMVoiceManagerPanel : NMDockPanel`\n 266β- `NMLocalizationPanel : NMDockPanel`\n 267β- `NMDiagnosticsPanel : NMDockPanel`\n 268β- `NMBuildSettingsPanel : NMDockPanel`\n 269β\n 270β**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n 271β- [x] ΠΠ°Π½Π΅Π»Ρ Voice Manager Ρ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ°ΠΌΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ ΠΈΠΌΠΏΠΎΡΡΠΎΠΌ/Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ\n 272β- [x] Π‘ΠΏΠΈΡΠΎΠΊ Π³ΠΎΠ»ΠΎΡΠΎΠ²ΡΡ ΡΠ°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΡΠ΅Π΄Π²Π°ΡΠΈΡΠ΅Π»ΡΠ½ΡΠΉ ΠΏΡΠΎΡΠΌΠΎΡΡ\n 273β- [x] ΠΠ°Π½Π΅Π»Ρ Localization Manager Ρ Π²ΡΠ±ΠΎΡΠΎΠΌ ΡΠ·ΡΠΊΠ°\n 274β- [x] Π Π΅Π΄Π°ΠΊΡΠΎΡ ΡΠ°Π±Π»ΠΈΡΡ ΡΡΡΠΎΠΊ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄ΠΎΠ²\n 275β- [x] ΠΠ°Π½Π΅Π»Ρ Diagnostics Ρ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠ΅ΠΌ ΠΎΡΠΈΠ±ΠΎΠΊ/ΠΏΡΠ΅Π΄ΡΠΏΡΠ΅ΠΆΠ΄Π΅Π½ΠΈΠΉ\n 276β- [x] Π€ΠΈΠ»ΡΡΡΠ°ΡΠΈΡ Π΄ΠΈΠ°Π³Π½ΠΎΡΡΠΈΠΊΠΈ ΠΏΠΎ ΡΠΈΠΏΡ\n 277β- [x] ΠΠ°Π½Π΅Π»Ρ Build Settings Ρ Π²ΡΠ±ΠΎΡΠΎΠΌ ΠΏΠ»Π°ΡΡΠΎΡΠΌΡ\n 278β- [x] ΠΠΏΡΠΈΠΈ ΠΊΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΠΈ ΡΠ±ΠΎΡΠΊΠΈ ΠΈ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ Π²ΡΠ²ΠΎΠ΄Π°\n 279β\n 280β### Π€Π°Π·Π° 5 - Play-In-Editor\n 281β\n 282β**Π¦Π΅Π»ΠΈ:**\n 283β- ΠΡΡΡΠ°ΠΈΠ²Π°Π½ΠΈΠ΅ ΡΡΠ΅Π΄Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ\n 284β- ΠΠ²Π΅ΡΠ»Π΅ΠΉ ΠΎΡΠ»Π°Π΄ΠΊΠΈ\n 285β- Π’ΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π°\n 286β- ΠΠΈΠ²ΠΎΠΉ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ \n 287β\n 288β**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n 289β- `NMPlayModeController` - Π¦Π΅Π½ΡΡΠ°Π»ΡΠ½ΡΠΉ ΠΊΠΎΠΎΡΠ΄ΠΈΠ½Π°ΡΠΎΡ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ/ΠΏΠ°ΡΠ·Ρ/ΠΎΡΡΠ°Π½ΠΎΠ²ΠΊΠΈ\n 290β- `NMPlayToolbarPanel` - UI ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ\n 291β- `NMDebugOverlayPanel` - ΠΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ ΡΡΠ΅Π΄Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ\n 292β- ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ ΡΠΎΡΠ΅ΠΊ ΠΎΡΡΠ°Π½ΠΎΠ²Π° Π² `NMGraphNodeItem`\n 293β\n 294β**Π‘ΡΠ°ΡΡΡ ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ (Π€Π°Π·Π° 5.0 - Runtime ΠΈΠ½ΡΠ΅Π³ΡΠΈΡΠΎΠ²Π°Π½): β ΠΠΠΠΠ Π¨ΠΠΠ**\n 295β- [x] ΠΠΎΠ½ΡΡΠΎΠ»Π»Π΅Ρ ΡΠ΅ΠΆΠΈΠΌΠ° Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ Ρ ΠΊΠΎΠ½Π΅ΡΠ½ΡΠΌ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠΌ (Stopped/Playing/Paused)\n 296β- [x] ΠΡΡΡΠΎΠ΅Π½Π½ΡΠΉ runtime host (ScriptRuntime + SceneGraph snapshot)\n 297β- [x] ΠΠ°Π½Π΅Π»Ρ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠ² Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ Ρ ΠΊΠ½ΠΎΠΏΠΊΠ°ΠΌΠΈ Play/Pause/Stop/Step\n 298β- [x] ΠΠΎΡΡΡΠΈΠ΅ ΠΊΠ»Π°Π²ΠΈΡΠΈ (F5=Play, F6=Pause, F7=Stop, F10=Step)\n 299β- [x] ΠΠ°Π½Π΅Π»Ρ ΠΎΠ²Π΅ΡΠ»Π΅Ρ ΠΎΡΠ»Π°Π΄ΠΊΠΈ Ρ 6 Π²ΠΊΠ»Π°Π΄ΠΊΠ°ΠΌΠΈ (Variables/CallStack/Instruction/Animations/Audio/Performance)\n 300β- [x] Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ ΠΏΡΠΈ ΠΏΠ°ΡΠ·Π΅ (Π΄Π²ΠΎΠΉΠ½ΠΎΠΉ ΠΊΠ»ΠΈΠΊ Π΄Π»Ρ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ)\n 301β- [x] Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ ΡΠΎΡΠΊΠ°ΠΌΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π° (Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅/ΡΠ΄Π°Π»Π΅Π½ΠΈΠ΅/ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ΅Π½ΠΈΠ΅/ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅)\n 302β- [x] Π‘ΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅/Π·Π°Π³ΡΡΠ·ΠΊΠ° ΡΠΎΡΡΠΎΡΠ½ΠΈΡ (ΡΠ»ΠΎΡΡ + Π°Π²ΡΠΎ-ΡΠ΅ΠΉΠ²)\n 303β- [x] Qt ΡΠΈΠ³Π½Π°Π»Ρ/ΡΠ»ΠΎΡΡ Π΄Π»Ρ Π²ΡΠ΅Ρ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ\n 304β- [x] **ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΎΡΡ ΡΠΎΡΠ΅ΠΊ ΠΎΡΡΠ°Π½ΠΎΠ²Π° Π² StoryGraph (ΠΊΡΠ°ΡΠ½ΡΠΉ ΠΊΡΡΠ³ Ρ 3D ΡΡΡΠ΅ΠΊΡΠΎΠΌ)**\n 305β- [x] **ΠΠΎΠ΄ΡΠ²Π΅ΡΠΊΠ° ΡΠ΅ΠΊΡΡΠ΅Π³ΠΎ ΡΠ·Π»Π° Π²ΠΎ Π²ΡΠ΅ΠΌΡ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ (ΠΏΡΠ»ΡΡΠΈΡΡΡΡΠ΅Π΅ Π·Π΅Π»Π΅Π½ΠΎΠ΅ ΡΠ²Π΅ΡΠ΅Π½ΠΈΠ΅ + ΡΡΡΠ΅Π»ΠΊΠ° Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ)**\n 306β- [x] **ΠΠΎΠ½ΡΠ΅ΠΊΡΡΠ½ΠΎΠ΅ ΠΌΠ΅Π½Ρ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ΅Π½ΠΈΡ ΡΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π° (ΠΏΡΠ°Π²ΡΠΉ ΠΊΠ»ΠΈΠΊ Π½Π° ΡΠ·Π»Π΅)**\n 307β- [x] **ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Π² Π³Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ (ΠΏΠ°Π½Π΅Π»ΠΈ ΠΏΡΠΈΠΊΡΠ΅ΠΏΠ»Π΅Π½Ρ ΠΈ Π·Π°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΠΎΠ²Π°Π½Ρ)**\n 308β- [x] **ΠΠ²ΡΠΎΡΠ΅Π½ΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ Π½Π° ΡΠ΅ΠΊΡΡΠ΅ΠΌ Π²ΡΠΏΠΎΠ»Π½ΡΠ΅ΠΌΠΎΠΌ ΡΠ·Π»Π΅**\n 309β\n 310β**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ (Π€Π°Π·Π° 5.0): β ΠΠ‘Π ΠΠΠΠΠ Π¨ΠΠΠ**\n 311β- [x] ΠΠΎΠΆΠ½ΠΎ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΡ ΡΠ·Π»Ρ ΡΠ΅ΡΠ΅Π· Π²ΡΡΡΠΎΠ΅Π½Π½ΡΠΉ runtime\n 312β- [x] ΠΠ²Π΅ΡΠ»Π΅ΠΉ ΠΎΡΠ»Π°Π΄ΠΊΠΈ ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°Π΅Ρ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ ΡΡΠ΅Π΄Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ ΠΈ ΡΡΠ΅ΠΊ Π²ΡΠ·ΠΎΠ²ΠΎΠ²\n 313β- [x] ΠΠΎΠΆΠ½ΠΎ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ/ΡΠ΄Π°Π»ΡΡΡ ΡΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π° ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ½ΠΎ\n 314β- [x] ΠΠΎΠΆΠ½ΠΎ ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ°ΡΡ ΡΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π° ΡΠ΅ΡΠ΅Π· UI (ΠΊΠΎΠ½ΡΠ΅ΠΊΡΡΠ½ΠΎΠ΅ ΠΌΠ΅Π½Ρ)\n 315β- [x] ΠΠΈΠ²ΡΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ Π²ΠΈΠ΄ΠΈΠΌΡ ΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΡΠ΅ΠΌΡ Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΠΏΠ°ΡΠ·Ρ\n 316β- [x] ΠΠΈΠ·ΡΠ°Π»ΡΠ½Π°Ρ ΠΎΠ±ΡΠ°ΡΠ½Π°Ρ ΡΠ²ΡΠ·Ρ Π΄Π»Ρ ΡΠΎΡΠ΅ΠΊ ΠΎΡΡΠ°Π½ΠΎΠ²Π° ΠΈ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ\n 317β- [x] ΠΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»ΡΠ½ΡΠ΅ Π³ΠΎΡΡΡΠΈΠ΅ ΠΊΠ»Π°Π²ΠΈΡΠΈ, ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΠ΅ ΠΎΡΡΠ°ΡΠ»Π΅Π²ΡΠΌ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠ°ΠΌ\n 318β\n 319β**ΠΡΠ΄ΡΡΠ°Ρ ΡΠ°Π±ΠΎΡΠ° (Π€Π°Π·Π° 5.1+):**\n 320β- [ ] Π‘ΠΈΠ½Ρ ΡΠΎΠ½ΠΈΠ·Π°ΡΠΈΡ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ\n 321β- [ ] ΠΠΎΡΡΡΠ°Ρ ΠΏΠ΅ΡΠ΅Π·Π°Π³ΡΡΠ·ΠΊΠ° Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΡΠ΅ΠΆΠΈΠΌΠ° Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ\n 322β- [ ] ΠΡΠΎΠ΄Π²ΠΈΠ½ΡΡΠ°Ρ ΠΎΡΠ»Π°Π΄ΠΊΠ° (ΡΡΠ»ΠΎΠ²Π½ΡΠ΅ ΡΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π°, Π²ΡΡΠ°ΠΆΠ΅Π½ΠΈΡ ΠΎΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΡ)\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΅Π½ΡΡΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΡΠ΅Π½Π°ΠΌΠΈ\n 328β- ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠ°Ρ ΡΠΈΠ½Ρ ΡΠΎΠ½ΠΈΠ·Π°ΡΠΈΡ ΠΌΠ΅ΠΆΠ΄Ρ ΠΏΠ°Π½Π΅Π»ΡΠΌΠΈ\n 329β- Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ² Π΄Π»Ρ Π±ΡΡΡΡΠΎΠ³ΠΎ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΡΡΠ΅Π½\n 330β- ΠΠ°Π»ΠΈΠ΄Π°ΡΠΈΡ ΡΡΡΠ»ΠΎΠΊ Π½Π° ΡΡΠ΅Π½Ρ\n 331β\n 332β**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n 333β- `SceneRegistry` - Π¦Π΅Π½ΡΡΠ°Π»ΡΠ½ΡΠΉ ΡΠ΅Π΅ΡΡΡ Π²ΡΠ΅Ρ ΡΡΠ΅Π½ Π² ΠΏΡΠΎΠ΅ΠΊΡΠ΅\n 334β- `SceneTemplateManager` - Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠ°Π±Π»ΠΎΠ½Π°ΠΌΠΈ ΡΡΠ΅Π½\n 335β- `SceneMediator` - ΠΠΎΠΎΡΠ΄ΠΈΠ½Π°ΡΠΈΡ ΠΌΠ΅ΠΆΠ΄Ρ Scene Registry ΠΈ ΠΏΠ°Π½Π΅Π»ΡΠΌΠΈ\n 336β- `NMSceneIdPicker` - ΠΠΈΠ΄ΠΆΠ΅Ρ Π²ΡΠ±ΠΎΡΠ° ΡΡΠ΅Π½Ρ Π² Inspector\n 337β- `SceneRegistryMediator` - ΠΡΠ΅ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΠ΅ Qt ΡΠΈΠ³Π½Π°Π»ΠΎΠ² Π² EventBus ΡΠΎΠ±ΡΡΠΈΡ\n 338β\n 339β**Π‘ΡΠ°ΡΡΡ ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ (Π€Π°Π·Π° 5.5): β ΠΠΠΠΠ Π¨ΠΠΠ**\n 340β\n 341β#### Scene Registry System (PR #217, #210)\n 342β- [x] Π Π΅Π³ΠΈΡΡΡΠ°ΡΠΈΡ ΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΡΠ΅Π½Π°ΠΌΠΈ Ρ ΡΠ½ΠΈΠΊΠ°Π»ΡΠ½ΡΠΌΠΈ ID\n 343β- [x] API ΠΌΠ΅ΡΠΎΠ΄Ρ: registerScene, renameScene, renameSceneId, deleteScene\n 344β- [x] ΠΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΠ΅ ΠΊΡΠΎΡΡ-ΡΡΡΠ»ΠΎΠΊ (ΠΊΠ°ΠΊΠΈΠ΅ ΡΠ·Π»Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡ ΠΊΠ°ΠΊΠΈΠ΅ ΡΡΠ΅Π½Ρ)\n 345β- [x] ΠΠ±Π½Π°ΡΡΠΆΠ΅Π½ΠΈΠ΅ orphaned .nmscene ΡΠ°ΠΉΠ»ΠΎΠ² (Π½Π΅ Π·Π°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΠΎΠ²Π°Π½Π½ΡΠ΅)\n 346β- [x] ΠΠ±Π½Π°ΡΡΠΆΠ΅Π½ΠΈΠ΅ invalid references (Π·Π°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΠΎΠ²Π°Π½Π½ΡΠ΅ Π±Π΅Π· ΡΠ°ΠΉΠ»Π°)\n 347β- [x] ΠΠ΅Π½Π΅ΡΠ°ΡΠΈΡ ΠΈ ΠΊΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ thumbnails\n 348β- [x] Qt ΡΠΈΠ³Π½Π°Π»Ρ ΠΆΠΈΠ·Π½Π΅Π½Π½ΠΎΠ³ΠΎ ΡΠΈΠΊΠ»Π° ΡΡΠ΅Π½ (registered, renamed, unregistered, idChanged)\n 349β- [x] JSON persistence Π΄Π»Ρ ΠΌΠ΅ΡΠ°Π΄Π°Π½Π½ΡΡ ΠΈ ΡΡΡΠ»ΠΎΠΊ\n 350β- [x] SceneMediator Π΄Π»Ρ ΠΊΠΎΠΎΡΠ΄ΠΈΠ½Π°ΡΠΈΠΈ Ρ ΠΏΠ°Π½Π΅Π»ΡΠΌΠΈ\n 351β\n 352β#### Scene Template System (PR #222)\n 353β- [x] SceneTemplateManager Π΄Π»Ρ Π·Π°Π³ΡΡΠ·ΠΊΠΈ ΠΈ ΠΈΠ½ΡΡΠ°Π½ΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ²\n 354β- [x] 5 Π²ΡΡΡΠΎΠ΅Π½Π½ΡΡ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ²:\n 355β - Empty Scene (ΠΏΡΡΡΠΎΠΉ Ρ ΠΎΠ»ΡΡ)\n 356β - Dialogue Scene (ΡΠΎΠ½ + 2 ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° + Π΄ΠΈΠ°Π»ΠΎΠ³ΠΎΠ²ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ)\n 357β - Choice Scene (ΡΠΎΠ½ + ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ + ΠΌΠ΅Π½Ρ Π²ΡΠ±ΠΎΡΠ°)\n 358β - Cutscene (ΠΏΠΎΠ»Π½ΠΎΡΠΊΡΠ°Π½Π½ΡΠΉ ΡΠΎΠ½)\n 359β - Title Screen (ΡΠΎΠ½ + Π»ΠΎΠ³ΠΎ + ΠΊΠ½ΠΎΠΏΠΊΠΈ ΠΌΠ΅Π½Ρ)\n 360β- [x] ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΡ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ² (ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅ ΡΡΠ΅Π½ ΠΊΠ°ΠΊ templates)\n 361β- [x] NMNewSceneDialog Ρ Π²ΡΠ±ΠΎΡΠΎΠΌ ΡΠ°Π±Π»ΠΎΠ½Π° ΠΈ preview\n 362β- [x] ΠΠ°ΡΠ΅Π³ΠΎΡΠΈΠ·Π°ΡΠΈΡ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ² (Standard, Visual Novel, Cinematic, Menu)\n 363β- [x] ΠΠ΅ΡΠ°Π΄Π°Π½Π½ΡΠ΅ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ² (name, description, category, tags, author, version)\n 364β\n 365β#### Scene-Story Graph Auto-Sync (PR #224, #219)\n 366β- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ thumbnails Π² Story Graph ΠΏΡΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ ΡΡΠ΅Π½\n 367β- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π½Π°Π·Π²Π°Π½ΠΈΠΉ ΡΠ·Π»ΠΎΠ² ΠΏΡΠΈ ΠΏΠ΅ΡΠ΅ΠΈΠΌΠ΅Π½ΠΎΠ²Π°Π½ΠΈΠΈ ΡΡΠ΅Π½\n 368β- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠ°Ρ ΠΏΠΎΠΌΠ΅ΡΠΊΠ° orphaned references ΠΏΡΠΈ ΡΠ΄Π°Π»Π΅Π½ΠΈΠΈ ΡΡΠ΅Π½\n 369β- [x] EventBus ΡΠΎΠ±ΡΡΠΈΡ: SceneThumbnailUpdated, SceneRenamed, SceneDeleted\n 370β- [x] SceneRegistryMediator Π΄Π»Ρ ΠΊΠΎΠ½Π²Π΅ΡΡΠ°ΡΠΈΠΈ Qt signals β EventBus events\n 371β- [x] Story Graph ΠΏΠΎΠ΄ΠΏΠΈΡΠΊΠΈ Π½Π° ΡΠΎΠ±ΡΡΠΈΡ Π΄Π»Ρ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΡ UI\n 372β- [x] Scene View ΡΠΌΠΈΡΡΠΈΡ SceneDocumentModifiedEvent ΠΏΠΎΡΠ»Π΅ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ\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 ΡΠΎ Π²ΡΠ΅ΠΌΠΈ Π·Π°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΠΎΠ²Π°Π½Π½ΡΠΌΠΈ ΡΡΠ΅Π½Π°ΠΌΠΈ\n 377β- [x] Preview thumbnail Ρ ΠΌΠ΅ΡΠ°Π΄Π°Π½Π½ΡΠΌΠΈ (name, path, last modified)\n 378β- [x] Validation state indicator (β valid / β invalid)\n 379β- [x] Quick action buttons: Create New, Edit Scene, Locate\n 380β- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ ΠΏΡΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡΡ Π² SceneRegistry\n 381β- [x] ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Π² Inspector ΠΏΡΠΈ Π²ΡΠ±ΠΎΡΠ΅ Scene ΡΠ·Π»Π°\n 382β\n 383β#### Scene Reference Validation (PR #221)\n 384β- [x] ΠΠ°Π»ΠΈΠ΄Π°ΡΠΈΡ Π²ΡΠ΅Ρ ΡΡΡΠ»ΠΎΠΊ Π½Π° ΡΡΠ΅Π½Ρ ΠΏΠ΅ΡΠ΅Π΄ Play ΡΠ΅ΠΆΠΈΠΌΠΎΠΌ\n 385β- [x] ΠΡΠΎΠ²Π΅ΡΠΊΠ° ΡΡΡΠ΅ΡΡΠ²ΠΎΠ²Π°Π½ΠΈΡ .nmscene ΡΠ°ΠΉΠ»ΠΎΠ²\n 386β- [x] ΠΠ±Π½Π°ΡΡΠΆΠ΅Π½ΠΈΠ΅ empty scene IDs\n 387β- [x] ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΎΡΡ ΠΎΡΠΈΠ±ΠΎΠΊ (ΠΊΡΠ°ΡΠ½ΡΠΉ ΠΊΡΡΠΆΠΎΠΊ Ρ X)\n 388β- [x] ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΎΡΡ ΠΏΡΠ΅Π΄ΡΠΏΡΠ΅ΠΆΠ΄Π΅Π½ΠΈΠΉ (ΠΎΡΠ°Π½ΠΆΠ΅Π²ΡΠΉ ΠΊΡΡΠΆΠΎΠΊ Ρ !)\n 389β- [x] Tooltip ΡΠΎΠΎΠ±ΡΠ΅Π½ΠΈΡ Ρ Π΄Π΅ΡΠ°Π»ΡΠΌΠΈ ΠΎΡΠΈΠ±ΠΎΠΊ\n 390β- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π²Π°Π»ΠΈΠ΄Π°ΡΠΈΠΈ ΠΏΡΠΈ rebuild Π³ΡΠ°ΡΠ°\n 391β- [x] ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Π² validateGraph() workflow\n 392β\n 393β**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ (Π€Π°Π·Π° 5.5): β ΠΠ‘Π ΠΠΠΠΠ Π¨ΠΠΠ**\n 394β- [x] Scene Registry ΠΎΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π΅Ρ Π²ΡΠ΅ ΡΡΠ΅Π½Ρ ΠΈ ΠΈΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅\n 395β- [x] Scene Templates ΡΡΠΊΠΎΡΡΡΡ ΡΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΠΈΠΏΠΎΠ²ΡΡ ΡΡΠ΅Π½\n 396β- [x] Story Graph Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ ΡΠΈΠ½Ρ ΡΠΎΠ½ΠΈΠ·ΠΈΡΡΠ΅ΡΡΡ Ρ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡΠΌΠΈ ΡΡΠ΅Π½\n 397β- [x] Inspector ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠ΄ΠΎΠ±Π½ΡΠΉ UI Π΄Π»Ρ Π²ΡΠ±ΠΎΡΠ° ΡΡΠ΅Π½\n 398β- [x] ΠΠ΅Π΄Π΅ΠΉΡΡΠ²ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΡΡΠ»ΠΊΠΈ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΠΎ ΠΎΠ±ΠΎΠ·Π½Π°ΡΠ΅Π½Ρ Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠ΅ΠΉ\n 399β- [x] ΠΡΠ΅ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ Π² project files\n 400β\n 401β**ΠΡΠ΄ΡΡΠ°Ρ ΡΠ°Π±ΠΎΡΠ° (Π€Π°Π·Π° 5.6+):**\n 402β- [ ] Quick Fix Actions (Create Scene, Remove Reference, Browse)\n 403β- [ ] Diagnostics Panel ΠΈΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Π΄Π»Ρ ΡΠ΅Π½ΡΡΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΡΡ ΠΎΡΠΈΠ±ΠΎΠΊ\n 404β- [ ] Circular reference detection Π² Story Graph\n 405β- [ ] Thumbnail Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠ°Ρ ΡΠ΅Π³Π΅Π½Π΅ΡΠ°ΡΠΈΡ ΠΏΡΠΈ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΠΈ ΡΡΠ΅Π½\n 406β\n 407β## Π‘ΠΏΠ΅ΡΠΈΡΠΈΠΊΠ°ΡΠΈΠΈ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ\n 408β\n 409β### ΠΠ»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ + ΠΠΎΠΊΠΈΠ½Π³\n 410β\n 411βΠΠ»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QMainWindow` Ρ `QDockWidget` Π΄Π»Ρ Π²ΡΠ΅Ρ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ. ΠΠ°ΠΊΠ΅Ρ ΡΠΎΡ ΡΠ°Π½ΡΠ΅ΡΡΡ/Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ ΡΠ΅ΡΠ΅Π· `QSettings`.\n 412β\n 413β```cpp\n 414βclass NMMainWindow : public QMainWindow {\n 415β Q_OBJECT\n 416βpublic:\n 417β void saveLayout();\n 418β void restoreLayout();\n 419β void resetToDefaultLayout();\n 420β\n 421βprivate:\n 422β QMenuBar* m_menuBar;\n 423β QToolBar* m_mainToolBar;\n 424β QStatusBar* m_statusBar;\n 425β // ΠΠ°Π½Π΅Π»ΠΈ Π΄ΠΎΠΊΠΈΠ½Π³Π°\n 426β NMSceneViewPanel* m_sceneView;\n 427β NMStoryGraphPanel* m_storyGraph;\n 428β // ...\n 429β};\n 430β```\n 431β\n 432β### ΠΠ°Π½Π΅Π»Ρ SceneView\n 433β\n 434βΠΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΡΡΠ΅Π½Ρ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΠΎΠΉ Π½ΠΎΠ²Π΅Π»Π»Ρ Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ, ΡΠΎΠ½Π°ΠΌΠΈ ΠΈ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ°ΠΌΠΈ.\n 435β\n 436β- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QGraphicsView` Ρ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΎΠΉ `QGraphicsScene`\n 437β- ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΈΠ²Π°Π΅Ρ ΠΏΠ°Π½ΠΎΡΠ°ΠΌΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ (ΡΡΠ΅Π΄Π½ΡΡ ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡΡΠΈ) ΠΈ ΠΌΠ°ΡΡΡΠ°Π±ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ (ΠΊΠΎΠ»Π΅ΡΠΈΠΊΠΎ ΠΏΡΠΎΠΊΡΡΡΠΊΠΈ)\n 438β- ΠΠ°Π»ΠΎΠΆΠ΅Π½ΠΈΠ΅ ΡΠ΅ΡΠΊΠΈ (ΠΎΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ)\n 439β- ΠΡΡΠΌΠΎΡΠ³ΠΎΠ»ΡΠ½ΠΈΠΊΠΈ Π²ΡΠ±ΠΎΡΠ° ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n 440β- ΠΠΈΠ·ΠΌΠΎ ΡΡΠ°Π½ΡΡΠΎΡΠΌΠ°ΡΠΈΠΈ (Π€Π°Π·Π° 2+)\n 441β\n 442β### ΠΠ°Π½Π΅Π»Ρ StoryGraph\n 443β\n 444βΠ Π΅Π΄Π°ΠΊΡΠΎΡ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΡ ΡΠΊΡΠΈΠΏΡΠΎΠ² Π½Π° ΠΎΡΠ½ΠΎΠ²Π΅ ΡΠ·Π»ΠΎΠ².\n 445β\n 446β- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QGraphicsView` Ρ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠΌΠΈ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ°ΠΌΠΈ ΡΠ·Π»ΠΎΠ²\n 447β- ΠΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠ΅ `QGraphicsItem` Π΄Π»Ρ ΡΠ·Π»ΠΎΠ²\n 448β- Π‘ΠΎΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΡ ΠΊΡΠΈΠ²ΡΠΌΠΈ ΠΠ΅Π·ΡΠ΅\n 449β- ΠΠΈΠ½ΠΈ-ΠΊΠ°ΡΡΠ° (ΠΎΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ)\n 450β- ΠΠ°Π»ΠΈΡΡΠ° ΡΠ·Π»ΠΎΠ² Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ Π½ΠΎΠ²ΡΡ ΡΠ·Π»ΠΎΠ²\n 451β\n 452β### ΠΠ°Π½Π΅Π»Ρ Inspector\n 453β\n 454βΠ Π΅Π΄Π°ΠΊΡΠΎΡ ΡΠ²ΠΎΠΉΡΡΠ² Π΄Π»Ρ Π²ΡΠ±ΡΠ°Π½Π½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ².\n 455β\n 456β- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QScrollArea` Ρ Π²ΠΈΠ΄ΠΆΠ΅ΡΠ°ΠΌΠΈ ΡΠ²ΠΎΠΉΡΡΠ²\n 457β- ΠΡΡΠΏΠΏΡ ΡΠ²ΠΎΠΉΡΡΠ² (ΡΠ²ΠΎΡΠ°ΡΠΈΠ²Π°Π΅ΠΌΡΠ΅)\n 458β- Π Π°Π·Π»ΠΈΡΠ½ΡΠ΅ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΡ: ΡΠ΅ΠΊΡΡ, ΡΠΈΡΠ»ΠΎ, ΡΠ²Π΅Ρ, Π²ΡΠΏΠ°Π΄Π°ΡΡΠΈΠΉ ΡΠΏΠΈΡΠΎΠΊ, Π²ΡΠ±ΠΎΡ ΡΠ°ΠΉΠ»Π°\n 459β- Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² (ΠΎΠ±ΡΠΈΠ΅ ΡΠ²ΠΎΠΉΡΡΠ²Π°)\n 460β\n 461β### ΠΠ°Π½Π΅Π»Ρ Console\n 462β\n 463βΠΡΠ²ΠΎΠ΄ Π»ΠΎΠ³Π° ΠΈ Π²Π²ΠΎΠ΄ ΠΊΠΎΠΌΠ°Π½Π΄.\n 464β\n 465β- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QTextEdit` (ΡΠΎΠ»ΡΠΊΠΎ ΡΡΠ΅Π½ΠΈΠ΅) Π΄Π»Ρ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΡ Π»ΠΎΠ³Π°\n 466β- ΠΠ½ΠΎΠΏΠΊΠΈ ΡΠΈΠ»ΡΡΡΠ° (Info, Warning, Error)\n 467β- ΠΠ½ΠΎΠΏΠΊΠ° ΠΎΡΠΈΡΡΠΊΠΈ\n 468β- ΠΠΏΡΠΈΡ Π°Π²ΡΠΎΠΏΡΠΎΠΊΡΡΡΠΊΠΈ\n 469β- ΠΠΎΠ»Π΅ Π²Π²ΠΎΠ΄Π° ΠΏΠΎΠΈΡΠΊΠ°/ΡΠΈΠ»ΡΡΡΠ°\n 470β\n 471β## Π ΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΡΡΠΈΠ»Ρ\n 472β\n 473β### Π¦Π²Π΅ΡΠΎΠ²Π°Ρ ΠΏΠ°Π»ΠΈΡΡΠ° (ΡΠ΅ΠΌΠ½Π°Ρ ΡΠ΅ΠΌΠ° Π² ΡΡΠΈΠ»Π΅ Unreal)\n 474β\n 475β```css\n 476β/* Π¦Π²Π΅ΡΠ° ΡΠΎΠ½Π° */\n 477β--bg-darkest: #1a1a1a; /* ΠΡΠ½ΠΎΠ²Π½ΠΎΠΉ ΡΠΎΠ½ */\n 478β--bg-dark: #232323; /* Π€ΠΎΠ½ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ */\n 479β--bg-medium: #2d2d2d; /* Π€ΠΎΠ½ Π²ΠΈΠ΄ΠΆΠ΅ΡΠΎΠ² */\n 480β--bg-light: #383838; /* Π‘ΠΎΡΡΠΎΡΠ½ΠΈΡ ΠΏΡΠΈ Π½Π°Π²Π΅Π΄Π΅Π½ΠΈΠΈ */\n 481β\n 482β/* Π¦Π²Π΅ΡΠ° ΡΠ΅ΠΊΡΡΠ° */\n 483β--text-primary: #e0e0e0; /* ΠΡΠ½ΠΎΠ²Π½ΠΎΠΉ ΡΠ΅ΠΊΡΡ */\n 484β--text-secondary: #a0a0a0; /* ΠΡΠΎΡΠΈΡΠ½ΡΠΉ ΡΠ΅ΠΊΡΡ */\n 485β--text-disabled: #606060; /* ΠΡΠΊΠ»ΡΡΠ΅Π½Π½ΡΠΉ ΡΠ΅ΠΊΡΡ */\n 486β\n 487β/* ΠΠΊΡΠ΅Π½ΡΠ½ΡΠ΅ ΡΠ²Π΅ΡΠ° */\n 488β--accent-primary: #0078d4; /* ΠΡΠ±ΠΎΡ, ΡΠΎΠΊΡΡ */\n 489β--accent-hover: #1a88e0; /* Π‘ΠΎΡΡΠΎΡΠ½ΠΈΠ΅ ΠΏΡΠΈ Π½Π°Π²Π΅Π΄Π΅Π½ΠΈΠΈ */\n 490β--accent-active: #006cbd; /* ΠΠΊΡΠΈΠ²Π½ΠΎΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΠ΅ */\n 491β\n 492β/* Π¦Π²Π΅ΡΠ° ΡΡΠ°ΡΡΡΠ° */\n 493β--error: #f44336;\n 494β--warning: #ff9800;\n 495β--success: #4caf50;\n 496β--info: #2196f3;\n 497β\n 498β/* Π¦Π²Π΅ΡΠ° Π³ΡΠ°Π½ΠΈΡ */\n 499β--border-dark: #1a1a1a;\n 500β--border-light: #404040;\n 501β```\n 502β\n 503β### Π’ΠΈΠΏΠΎΠ³ΡΠ°ΡΠΈΠΊΠ°\n 504β\n 505β- **Π‘Π΅ΠΌΠ΅ΠΉΡΡΠ²ΠΎ ΡΡΠΈΡΡΠΎΠ²**: Segoe UI (Windows), Ubuntu (Linux), ΡΠΈΡΡΠ΅ΠΌΠ½ΡΠΉ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\n 506β- **ΠΠ°Π·ΠΎΠ²ΡΠΉ ΡΠ°Π·ΠΌΠ΅Ρ**: 9pt (11px ΠΏΡΠΈ 96 DPI)\n 507β- **ΠΠ°Π³ΠΎΠ»ΠΎΠ²ΠΊΠΈ**: 10-12pt, ΠΏΠΎΠ»ΡΠΆΠΈΡΠ½ΡΠΉ\n 508β- **ΠΠΎΠ½ΠΎΡΠΈΡΠΈΠ½Π½ΡΠΉ**: Consolas, Ubuntu Mono (Π΄Π»Ρ ΠΊΠΎΠ΄Π°/ΠΊΠΎΠ½ΡΠΎΠ»ΠΈ)\n 509β\n 510β### ΠΡΡΡΡΠΏΡ\n 511β\n 512β- **ΠΡΡΡΡΠΏΡ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ**: 4px\n 513β- **Π Π°ΡΡΡΠΎΡΠ½ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ Π²ΠΈΠ΄ΠΆΠ΅ΡΠ°ΠΌΠΈ**: 4px\n 514β- **Π Π°ΡΡΡΠΎΡΠ½ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ Π³ΡΡΠΏΠΏΠ°ΠΌΠΈ**: 8px\n 515β- **Π Π°ΡΡΡΠΎΡΠ½ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ ΡΠ΅ΠΊΡΠΈΡΠΌΠΈ**: 16px\n 516β\n 517β### ΠΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ\n 518β\n 519β- ΠΠ°Π½Π΅Π»ΠΈ ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΈΠΊΡΠ΅ΠΏΠΈΡΡ ΠΊ Π»ΡΠ±ΠΎΠΌΡ ΠΊΡΠ°Ρ\n 520β- ΠΠ°Π½Π΅Π»ΠΈ ΠΌΠΎΠΆΠ½ΠΎ Π³ΡΡΠΏΠΏΠΈΡΠΎΠ²Π°ΡΡ Π²ΠΊΠ»Π°Π΄ΠΊΠ°ΠΌΠΈ Ρ Π΄ΡΡΠ³ΠΈΠΌΠΈ ΠΏΠ°Π½Π΅Π»ΡΠΌΠΈ\n 521β- ΠΠ°Π½Π΅Π»ΠΈ ΠΌΠΎΠ³ΡΡ Π±ΡΡΡ ΠΎΡΠ΄Π΅Π»Π΅Π½Ρ ΠΊΠ°ΠΊ ΠΎΡΠ΄Π΅Π»ΡΠ½ΡΠ΅ ΠΎΠΊΠ½Π°\n 522β- ΠΠ°Π½Π΅Π»ΠΈ Π·Π°ΠΏΠΎΠΌΠΈΠ½Π°ΡΡ ΡΠ²ΠΎΠΉ ΡΠ°Π·ΠΌΠ΅Ρ ΠΈ ΠΏΠΎΠ·ΠΈΡΠΈΡ\n 523β- ΠΠ²ΠΎΠΉΠ½ΠΎΠΉ ΠΊΠ»ΠΈΠΊ Π½Π° Π·Π°Π³ΠΎΠ»ΠΎΠ²ΠΊΠ΅ Π΄Π»Ρ ΠΎΡΠ΄Π΅Π»Π΅Π½ΠΈΡ/ΠΏΡΠΈΠΊΡΠ΅ΠΏΠ»Π΅Π½ΠΈΡ\n 524β\n 525β### Π‘ΠΎΡΡΠΎΡΠ½ΠΈΡ Π²ΠΈΠ΄ΠΆΠ΅ΡΠΎΠ²\n 526β\n 527βΠΡΠ΅ ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½ΡΠ΅ Π²ΠΈΠ΄ΠΆΠ΅ΡΡ ΠΈΠΌΠ΅ΡΡ ΡΠ°Π·Π»ΠΈΡΠΈΠΌΡΠ΅ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ:\n 528β\n 529β- **ΠΠΎΡΠΌΠ°Π»ΡΠ½ΠΎΠ΅**: ΠΠ½Π΅ΡΠ½ΠΈΠΉ Π²ΠΈΠ΄ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\n 530β- **ΠΠ°Π²Π΅Π΄Π΅Π½ΠΈΠ΅**: Π‘Π»Π΅Π³ΠΊΠ° ΡΠ²Π΅ΡΠ»Π΅Π΅ ΡΠΎΠ½\n 531β- **ΠΠ°ΠΆΠ°ΡΠΎ/ΠΠΊΡΠΈΠ²Π½ΠΎ**: ΠΠΎΠ΄ΡΠ²Π΅ΡΠΊΠ° Π°ΠΊΡΠ΅Π½ΡΠ½ΡΠΌ ΡΠ²Π΅ΡΠΎΠΌ\n 532β- **Π€ΠΎΠΊΡΡ**: ΠΡΠ°Π½ΠΈΡΠ° Π°ΠΊΡΠ΅Π½ΡΠ½ΠΎΠ³ΠΎ ΡΠ²Π΅ΡΠ°\n 533β- **ΠΡΠΊΠ»ΡΡΠ΅Π½ΠΎ**: Π£ΠΌΠ΅Π½ΡΡΠ΅Π½Π½Π°Ρ Π½Π΅ΠΏΡΠΎΠ·ΡΠ°ΡΠ½ΠΎΡΡΡ, ΡΠ΅ΡΡΠΉ ΡΠ΅ΠΊΡΡ\n 534β- **ΠΡΠ±ΡΠ°Π½ΠΎ**: Π€ΠΎΠ½ Π°ΠΊΡΠ΅Π½ΡΠ½ΠΎΠ³ΠΎ ΡΠ²Π΅ΡΠ°\n 535β\n 536β### ΠΠΊΠΎΠ½ΠΊΠΈ\n 537β\n 538β- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ SVG ΠΈΠΊΠΎΠ½ΠΊΠΈ Π΄Π»Ρ ΠΌΠ°ΡΡΡΠ°Π±ΠΈΡΡΠ΅ΠΌΠΎΡΡΠΈ\n 539β- Π Π°Π·ΠΌΠ΅Ρ ΠΈΠΊΠΎΠ½ΠΎΠΊ: 16x16 (ΠΏΠ°Π½Π΅Π»Ρ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠ²), 24x24 (ΠΊΡΡΠΏΠ½ΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ)\n 540β- ΠΠΎΠ½ΠΎΡ ΡΠΎΠΌΠ½ΡΠ΅ ΠΈΠΊΠΎΠ½ΠΊΠΈ Ρ Π°ΠΊΡΠ΅Π½ΡΠ½ΡΠΌ ΡΠ²Π΅ΡΠΎΠΌ Π΄Π»Ρ Π°ΠΊΡΠΈΠ²Π½ΠΎΠ³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ\n 541β\n 542β## Π‘ΡΡΡΠΊΡΡΡΠ° ΡΠ°ΠΉΠ»ΠΎΠ²\n 543β\n 544β```\n 545βeditor/\n 546ββββ include/NovelMind/editor/\n 547ββ βββ qt/ # Qt-ΡΠΏΠ΅ΡΠΈΡΠΈΡΠ½ΡΠ΅ ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ\n 548ββ β βββ nm_main_window.hpp\n 549ββ β βββ nm_dock_panel.hpp\n 550ββ β βββ nm_style_manager.hpp\n 551ββ β βββ qt_event_bus.hpp\n 552ββ β βββ qt_selection_manager.hpp\n 553ββ β βββ panels/\n 554ββ β β βββ nm_scene_view_panel.hpp\n 555ββ β β βββ nm_story_graph_panel.hpp\n 556ββ β β βββ nm_inspector_panel.hpp\n 557ββ β β βββ nm_console_panel.hpp\n 558ββ β β βββ nm_asset_browser_panel.hpp\n 559ββ β β βββ nm_hierarchy_panel.hpp\n 560ββ β β βββ nm_timeline_panel.hpp\n 561ββ β β βββ nm_curve_editor_panel.hpp\n 562ββ β β βββ nm_voice_manager_panel.hpp\n 563ββ β β βββ nm_localization_panel.hpp\n 564ββ β β βββ nm_diagnostics_panel.hpp\n 565ββ β β βββ nm_build_settings_panel.hpp\n 566ββ β βββ widgets/\n 567ββ β βββ nm_property_editor.hpp\n 568ββ β βββ nm_graph_node_item.hpp\n 569ββ β βββ nm_timeline_track.hpp\n 570ββ β βββ nm_scene_id_picker.hpp\n 571ββ βββ editor_app.hpp # ΠΡΠ½ΠΎΠ²Π½ΠΎΠ΅ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ (Π²Π΅ΡΡΠΈΡ Qt)\n 572ββββ src/\n 573ββ βββ qt/\n 574ββ β βββ nm_main_window.cpp\n 575ββ β βββ nm_dock_panel.cpp\n 576ββ β βββ nm_style_manager.cpp\n 577ββ β βββ qt_event_bus.cpp\n 578ββ β βββ qt_selection_manager.cpp\n 579ββ β βββ panels/\n 580ββ β β βββ ... (ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ)\n 581ββ β βββ widgets/\n 582ββ β βββ ... (ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ Π²ΠΈΠ΄ΠΆΠ΅ΡΠΎΠ²)\n 583ββ βββ main.cpp # Π’ΠΎΡΠΊΠ° Π²Ρ ΠΎΠ΄Π° ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΡ Qt\n 584ββββ resources/\n 585β βββ styles/\n 586β β βββ dark_theme.qss\n 587β βββ icons/\n 588β βββ ... (SVG ΠΈΠΊΠΎΠ½ΠΊΠΈ)\n 589β```\n 590β\n 591β## ΠΡΠΈΠ½ΡΠΈΠΏΡ ΠΌΠ°ΡΡΡΠ°Π±ΠΈΡΡΠ΅ΠΌΠΎΡΡΠΈ\n 592β\n 593β1. **Π Π΅Π³ΠΈΡΡΡΠ°ΡΠΈΡ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ**: ΠΠ°Π½Π΅Π»ΠΈ ΡΠ΅Π³ΠΈΡΡΡΠΈΡΡΡΡΡΡ Ρ ΠΏΠΎΠΌΠΎΡΡΡ ΡΠ°Π±ΡΠΈΠΊΠΈ, ΡΡΠΎ ΠΏΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ Π½ΠΎΠ²ΡΠ΅ ΠΏΠ°Π½Π΅Π»ΠΈ Π±Π΅Π· ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΠΎΡΠ½ΠΎΠ²Π½ΠΎΠ³ΠΎ ΠΊΠΎΠ΄Π°.\n 594β\n 595β2. **Π‘ΠΎΠ±ΡΡΠΈΠΉΠ½ΠΎ-ΠΎΡΠΈΠ΅Π½ΡΠΈΡΠΎΠ²Π°Π½Π½Π°Ρ ΠΊΠΎΠΌΠΌΡΠ½ΠΈΠΊΠ°ΡΠΈΡ**: ΠΡΠ΅ ΠΏΠ°Π½Π΅Π»ΠΈ ΠΎΠ±ΡΠ°ΡΡΡΡ ΡΠ΅ΡΠ΅Π· ΡΠΈΠ½Ρ ΡΠΎΠ±ΡΡΠΈΠΉ, ΠΏΡΠ΅Π΄ΠΎΡΠ²ΡΠ°ΡΠ°Ρ ΡΠ΅ΡΠ½ΡΡ ΡΠ²ΡΠ·Ρ.\n 596β\n 597β3. **ΠΠ°ΡΡΠ΅ΡΠ½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ**: ΠΡΠ΅ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΠΏΡΠΎΡ ΠΎΠ΄ΡΡ ΡΠ΅ΡΠ΅Π· ΡΠΈΡΡΠ΅ΠΌΡ ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ° Π² Π²ΠΈΠ΄Π΅ ΠΊΠΎΠΌΠ°Π½Π΄.\n 598β\n 599β4. **Π‘ΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅ Π½Π°ΡΡΡΠΎΠ΅ΠΊ**: ΠΡΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠ΅ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ ΡΠ΅ΡΠ΅Π· `QSettings`.\n 600β\n 601β5. **ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° ΠΏΠ»Π°Π³ΠΈΠ½ΠΎΠ²** (ΠΡΠ΄ΡΡΠ΅Π΅): ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° Π·Π°Π³ΡΡΠΆΠ°Π΅ΠΌΡΡ ΠΏΠ»Π°Π³ΠΈΠ½ΠΎΠ² ΠΏΠ°Π½Π΅Π»Π΅ΠΉ.\n 602β\n 603β## ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Ρ ΡΠ΄ΡΠΎΠΌ Π΄Π²ΠΈΠΆΠΊΠ°\n 604β\n 605βΠ‘Π»ΠΎΠΉ GUI Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΡΠ΅Ρ Ρ ΡΡΡΠ΅ΡΡΠ²ΡΡΡΠΈΠΌ ΡΠ΄ΡΠΎΠΌ Π΄Π²ΠΈΠΆΠΊΠ° ΡΠ΅ΡΠ΅Π·:\n 606β\n 607β1. **SceneGraph**: ΠΡΡΠΌΠΎΠΉ Π΄ΠΎΡΡΡΠΏ ΠΊ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌ ΡΡΠ΅Π½Ρ Π΄Π»Ρ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΡ ΠΈ ΠΌΠ°Π½ΠΈΠΏΡΠ»ΠΈΡΠΎΠ²Π°Π½ΠΈΡ\n 608β2. **VisualGraph (IR)**: ΠΠ°Π½Π½ΡΠ΅ ΡΠ·Π»ΠΎΠ² Π³ΡΠ°ΡΠ° ΠΈΡΡΠΎΡΠΈΠΈ\n 609β3. **VFS**: ΠΠ°Π³ΡΡΠ·ΠΊΠ° ΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π°ΡΡΠ΅ΡΠ°ΠΌΠΈ\n 610β4. **Logger**: ΠΡΠ²ΠΎΠ΄ ΠΊΠΎΠ½ΡΠΎΠ»ΠΈ\n 611β5. **PropertySystem**: ΠΡΡΠ°ΠΆΠ΅Π½ΠΈΠ΅ ΡΠ²ΠΎΠΉΡΡΠ² ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n 612β\n 613βΠ‘ΡΡΠ΅ΡΡΠ²ΡΡΡΠΈΠ΅ Π±ΡΠΊΠ΅Π½Π΄-ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ (ΡΠΈΠ½Π° ΡΠΎΠ±ΡΡΠΈΠΉ, ΡΠΈΡΡΠ΅ΠΌΠ° Π²ΡΠ±ΠΎΡΠ° ΠΈ Ρ. Π΄.) ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ ΠΈ ΠΎΠ±Π΅ΡΠ½ΡΡΡ Qt-ΡΠΎΠ²ΠΌΠ΅ΡΡΠΈΠΌΡΠΌΠΈ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡΠ°ΠΌΠΈ.\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":"# ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° GUI ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° NovelMind\n\n> **ΠΡΠΈΠΌΠ΅ΡΠ°Π½ΠΈΠ΅**: ΠΠ»Ρ Π°ΠΊΡΡΠ°Π»ΡΠ½ΡΡ ΡΡΠ°ΡΡΡΠΎΠ² ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ ΡΠΌ. [IMPLEMENTATION_ROADMAP.md](IMPLEMENTATION_ROADMAP.md).\n> ΠΠ»Ρ ΠΊΡΠΈΡΠ΅ΡΠΈΠ΅Π² 100% Π³ΠΎΡΠΎΠ²Π½ΠΎΡΡΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° ΡΠΌ. [EDITOR_SPEC_100.md](EDITOR_SPEC_100.md).\n\n## ΠΠ±Π·ΠΎΡ\n\nΠΠ°Π½Π½ΡΠΉ Π΄ΠΎΠΊΡΠΌΠ΅Π½Ρ ΠΎΠΏΠΈΡΡΠ²Π°Π΅Ρ ΠΊΠΎΠΌΠΏΠ»Π΅ΠΊΡΠ½ΡΡ Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΡ GUI Π΄Π»Ρ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ° NovelMind, ΠΏΠΎΠ»Π½ΠΎΡΡΡΡ ΠΏΠ΅ΡΠ΅ΡΡΡΠΎΠ΅Π½Π½ΠΎΠ³ΠΎ Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ΠΌ Qt 6 Widgets. ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° ΡΠ»Π΅Π΄ΡΠ΅Ρ ΠΌΠΎΠ΄ΡΠ»ΡΠ½ΠΎΠΌΡ, ΡΠΎΠ±ΡΡΠΈΠΉΠ½ΠΎ-ΠΎΡΠΈΠ΅Π½ΡΠΈΡΠΎΠ²Π°Π½Π½ΠΎΠΌΡ Π΄ΠΈΠ·Π°ΠΉΠ½Ρ, Π²Π΄ΠΎΡ Π½ΠΎΠ²Π»Π΅Π½Π½ΠΎΠΌΡ ΠΏΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»ΡΠ½ΡΠΌΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°ΠΌΠΈ, ΡΠ°ΠΊΠΈΠΌΠΈ ΠΊΠ°ΠΊ Unreal Engine, Unity ΠΈ Godot.\n\n## Π’Π΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΡΠ΅ΡΠΊΠΈΠΉ ΡΡΠ΅ΠΊ\n\n- **C++20**\n- **Qt 6.x**\n- **Qt Widgets** (ΠΎΡΠ½ΠΎΠ²Π½Π°Ρ UI-ΡΡΠ΅ΠΉΠΌΠ²ΠΎΡΠΊ)\n- **QDockWidget / QMainWindow** (ΡΠΈΡΡΠ΅ΠΌΠ° Π΄ΠΎΠΊΠΈΠ½Π³Π°)\n- **QGraphicsView / QGraphicsScene** (Π³ΡΠ°ΡΡ, Π²ΡΠ΅ΠΌΠ΅Π½Π½Π°Ρ ΡΠΊΠ°Π»Π°)\n- **Qt Model/View** (ΡΠ°Π±Π»ΠΈΡΡ, Π΄Π΅ΡΠ΅Π²ΡΡ)\n- **CMake** (ΡΠΈΡΡΠ΅ΠΌΠ° ΡΠ±ΠΎΡΠΊΠΈ)\n- **ΠΠ»Π°ΡΡΠΎΡΠΌΡ**: Windows / Linux\n- **ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° High-DPI**\n- **Π’Π΅ΠΌΠ½Π°Ρ ΡΠ΅ΠΌΠ° ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ**\n\n## Π£ΡΠΎΠ²Π½ΠΈ Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΡ\n\n```\nβββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\nβ GUI Layer (Qt Widgets) β\nβ βββββββββββ βββββββββββ βββββββββββ βββββββββββ β\nβ βSceneViewβ βStoryGraphβ βInspectorβ β Console β ... β\nβ ββββββ¬βββββ ββββββ¬βββββ ββββββ¬βββββ ββββββ¬βββββ β\nβ β β β β β\nβββββββββ΄ββββββββββββ΄ββββββββββββ΄ββββββββββββ΄ββββββββββββββββββ€\nβ Editor Core Layer β\nβ βββββββββββ βββββββββββ ββββββββββββ ββββββββββββββββββ β\nβ βEvent Busβ βSelectionβ βUndo/Redo β βPlay-In-Editor β β\nβ β System β β System β β System β β Bridge β β\nβ βββββββββββ βββββββββββ ββββββββββββ ββββββββββββββββββ β\nβββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€\nβ Engine Core (existing) β\nβ βββββββββββ βββββββββββ ββββββββββββ ββββββββββββββββββ β\nβ β Scene β βScriptingβ β Assets β β Renderer β β\nβ β Graph β β (IR) β β (VFS) β β β β\nβ βββββββββββ βββββββββββ ββββββββββββ ββββββββββββββββββ β\nβββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\n```\n\n## ΠΠΊΡΠ°Π½ ΠΏΡΠΈΠ²Π΅ΡΡΡΠ²ΠΈΡ/Π·Π°ΠΏΡΡΠΊΠ°\n\nΠ Π΅Π΄Π°ΠΊΡΠΎΡ ΠΈΠΌΠ΅Π΅Ρ ΡΠΎΠ²ΡΠ΅ΠΌΠ΅Π½Π½ΡΠΉ ΡΠΊΡΠ°Π½ ΠΏΡΠΈΠ²Π΅ΡΡΡΠ²ΠΈΡ, Π²Π΄ΠΎΡ Π½ΠΎΠ²Π»Π΅Π½Π½ΡΠΉ Unreal Engine ΠΈ Unity Hub:\n\n**ΠΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ:**\n- Π‘ΠΏΠΈΡΠΎΠΊ ΠΏΠΎΡΠ»Π΅Π΄Π½ΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² Ρ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΡΠΌΠΈ ΠΌΠ΅ΡΠΊΠ°ΠΌΠΈ ΠΈ Π±ΡΡΡΡΡΠΌ Π΄ΠΎΡΡΡΠΏΠΎΠΌ\n- Π¨Π°Π±Π»ΠΎΠ½Ρ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² (ΠΡΡΡΠΎΠΉ, ΠΠΈΠ·ΡΠ°Π»ΡΠ½Π°Ρ Π½ΠΎΠ²Π΅Π»Π»Π°, Π‘ΠΈΠΌΡΠ»ΡΡΠΎΡ ΡΠ²ΠΈΠ΄Π°Π½ΠΈΠΉ, ΠΠ΅ΡΠ΅ΠΊΡΠΈΠ², RPG, Π₯ΠΎΡΡΠΎΡ)\n- ΠΠ½ΠΎΠΏΠΊΠΈ Π±ΡΡΡΡΡΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ (ΠΠΎΠ²ΡΠΉ ΠΏΡΠΎΠ΅ΠΊΡ, ΠΡΠΊΡΡΡΡ ΠΏΡΠΎΠ΅ΠΊΡ, ΠΡΠΎΡΠΌΠΎΡΡΠ΅ΡΡ ΠΏΡΠΈΠΌΠ΅ΡΡ)\n- ΠΠ°Π½Π΅Π»Ρ ΠΎΠ±ΡΡΠ°ΡΡΠΈΡ ΡΠ΅ΡΡΡΡΠΎΠ² ΡΠΎ ΡΡΡΠ»ΠΊΠ°ΠΌΠΈ Π½Π° Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ\n- Π€ΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎΡΡΡ ΠΏΠΎΠΈΡΠΊΠ° Π΄Π»Ρ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² ΠΈ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ²\n- ΠΠΏΡΠΈΡ \"ΠΠ΅ ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°ΡΡ ΡΠ½ΠΎΠ²Π°\" Ρ ΠΏΠΎΡΡΠΎΡΠ½Π½ΡΠΌΠΈ Π½Π°ΡΡΡΠΎΠΉΠΊΠ°ΠΌΠΈ\n- Π€Π»Π°Π³ ΠΊΠΎΠΌΠ°Π½Π΄Π½ΠΎΠΉ ΡΡΡΠΎΠΊΠΈ `--no-welcome` Π΄Π»Ρ ΠΏΡΠΎΠΏΡΡΠΊΠ°\n\n**Π Π΅Π°Π»ΠΈΠ·Π°ΡΠΈΡ:**\n- `NMWelcomeDialog` - ΠΠΎΠ΄Π°Π»ΡΠ½ΠΎΠ΅ Π΄ΠΈΠ°Π»ΠΎΠ³ΠΎΠ²ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ, ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°Π΅ΠΌΠΎΠ΅ ΠΏΡΠΈ Π·Π°ΠΏΡΡΠΊΠ΅\n- ΠΠ½ΡΠ΅Π³ΡΠΈΡΠΎΠ²Π°Π½ΠΎ Π² ΠΏΠΎΡΠΎΠΊ Π·Π°ΠΏΡΡΠΊΠ° `main.cpp`\n- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ QSettings Π΄Π»Ρ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n- Π‘ΡΠΈΠ»ΠΈΠ·Π°ΡΠΈΡ Π² ΡΡΠΈΠ»Π΅ ΡΠ΅ΠΌΠ½ΠΎΠΉ ΡΠ΅ΠΌΡ Unreal\n\n## ΠΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ\n\n### 1. Π¨ΠΈΠ½Π° ΡΠΎΠ±ΡΡΠΈΠΉ (`QtEventBus`)\n\nΠ¦Π΅Π½ΡΡΠ°Π»ΡΠ½Π°Ρ ΡΠΈΡΡΠ΅ΠΌΠ° ΠΎΠ±ΠΌΠ΅Π½Π° ΡΠΎΠΎΠ±ΡΠ΅Π½ΠΈΡΠΌΠΈ Π΄Π»Ρ ΡΠ»Π°Π±ΠΎΠΉ ΡΠ²ΡΠ·ΠΈ ΠΌΠ΅ΠΆΠ΄Ρ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°ΠΌΠΈ.\n\n```cpp\n// Π’ΠΈΠΏΡ ΡΠΎΠ±ΡΡΠΈΠΉ\nenum class EditorEventType {\n SelectionChanged,\n PropertyChanged,\n GraphModified,\n ProjectLoaded,\n UndoRedoPerformed,\n PlayModeChanged,\n // ...\n};\n\n// ΠΡΠΈΠΌΠ΅Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ\nQtEventBus::instance().publish(SelectionChangedEvent{selectedIds});\nQtEventBus::instance().subscribe<SelectionChangedEvent>([](const auto& e) {\n // ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΡΠΎΠ±ΡΡΠΈΡ\n});\n```\n\n### 2. Π‘ΠΈΡΡΠ΅ΠΌΠ° Π²ΡΠ±ΠΎΡΠ° (`QtSelectionManager`)\n\nΠ¦Π΅Π½ΡΡΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π²ΡΠ±ΠΎΡΠΎΠΌ Π²ΠΎ Π²ΡΠ΅Ρ ΠΏΠ°Π½Π΅Π»ΡΡ .\n\n- ΠΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π΅Ρ Π²ΡΠ±ΡΠ°Π½Π½ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ (ΠΎΠ±ΡΠ΅ΠΊΡΡ ΡΡΠ΅Π½Ρ, ΡΠ·Π»Ρ Π³ΡΠ°ΡΠ°, ΡΠ»Π΅ΠΌΠ΅Π½ΡΡ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ, Π°ΡΡΠ΅ΡΡ)\n- ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΈΠ²Π°Π΅Ρ ΠΌΠ½ΠΎΠΆΠ΅ΡΡΠ²Π΅Π½Π½ΡΠΉ Π²ΡΠ±ΠΎΡ\n- Π£Π²Π΅Π΄ΠΎΠΌΠ»ΡΠ΅Ρ ΡΠ»ΡΡΠ°ΡΠ΅Π»Π΅ΠΉ ΡΠ΅ΡΠ΅Π· ΡΠΈΠ½Ρ ΡΠΎΠ±ΡΡΠΈΠΉ\n- ΠΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅Ρ ΠΈΡΡΠΎΡΠΈΡ Π²ΡΠ±ΠΎΡΠ° Π΄Π»Ρ Π½Π°Π²ΠΈΠ³Π°ΡΠΈΠΈ\n\n### 3. Π‘ΠΈΡΡΠ΅ΠΌΠ° ΠΊΠΎΠΌΠ°Π½Π΄ ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ° (`NMUndoManager`)\n\nΠ¦Π΅Π½ΡΡΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΎΡΠΌΠ΅Π½ΠΎΠΉ/ΠΏΠΎΠ²ΡΠΎΡΠΎΠΌ Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ΠΌ `QUndoStack` Qt.\n\n**ΠΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ:**\n- ΠΠ»ΠΎΠ±Π°Π»ΡΠ½ΡΠΉ ΡΡΠ΅ΠΊ ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ° Π΄Π»Ρ Π²ΡΠ΅Ρ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°\n- ΠΠ°ΡΡΠ΅ΡΠ½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ Π΄Π»Ρ ΠΎΠ±ΡΠ°ΡΠΈΠΌΡΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ\n- ΠΠ±ΡΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄ Π΄Π»Ρ ΠΏΠ»Π°Π²Π½ΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ (Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ, Π½Π΅ΠΏΡΠ΅ΡΡΠ²Π½ΡΠ΅ ΡΡΠ°Π½ΡΡΠΎΡΠΌΠ°ΡΠΈΠΈ)\n- ΠΠ°ΡΡΡΠΎΠΉΠΊΠ° Π»ΠΈΠΌΠΈΡΠ° ΠΎΡΠΌΠ΅Π½Ρ (ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ: 100 ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ)\n- ΠΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΠ΅ ΡΠΈΡΡΠΎΠ³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ Π΄Π»Ρ Π½Π΅ΡΠΎΡ ΡΠ°Π½Π΅Π½Π½ΡΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\n- ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° ΠΌΠ°ΠΊΡΠΎΡΠΎΠ² Π΄Π»Ρ Π³ΡΡΠΏΠΏΠΈΡΠΎΠ²ΠΊΠΈ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ\n- ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Ρ ΠΌΠ΅Π½Ρ/ΠΏΠ°Π½Π΅Π»ΡΡ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠ² Π³Π»Π°Π²Π½ΠΎΠ³ΠΎ ΠΎΠΊΠ½Π°\n- ΠΠΈΠ½Π°ΠΌΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ ΡΠ΅ΠΊΡΡΠ° ΠΌΠ΅Π½Ρ\n\n**ΠΠ°Π·ΠΎΠ²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ ΠΊΠΎΠΌΠ°Π½Π΄:**\n- `PropertyChangeCommand` - ΠΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ Π·Π½Π°ΡΠ΅Π½ΠΈΠΉ ΡΠ²ΠΎΠΉΡΡΠ²\n- `AddObjectCommand` / `DeleteObjectCommand` - ΠΠΈΠ·Π½Π΅Π½Π½ΡΠΉ ΡΠΈΠΊΠ» ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- `TransformObjectCommand` - ΠΠΎΠ·ΠΈΡΠΈΡ/Π²ΡΠ°ΡΠ΅Π½ΠΈΠ΅/ΠΌΠ°ΡΡΡΠ°Π± (Ρ ΠΎΠ±ΡΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΠ΅ΠΌ)\n- `CreateGraphNodeCommand` / `DeleteGraphNodeCommand` - Π£Π·Π»Ρ Π³ΡΠ°ΡΠ° ΠΈΡΡΠΎΡΠΈΠΈ\n- `ConnectGraphNodesCommand` - Π‘ΠΎΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΡ ΡΠ·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// ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅\nNMUndoManager::instance().pushCommand(new PropertyChangeCommand(...));\n```\n\n### 4. ΠΠΎΡΡ Play-In-Editor\n\nΠ£ΠΏΡΠ°Π²Π»ΡΠ΅Ρ Π²ΡΡΡΠ°ΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ ΡΡΠ΅Π΄Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ Π΄Π»Ρ ΠΏΡΠ΅Π΄Π²Π°ΡΠΈΡΠ΅Π»ΡΠ½ΠΎΠ³ΠΎ ΠΏΡΠΎΡΠΌΠΎΡΡΠ° Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΡ Π½ΠΎΠ²Π΅Π»Π» Π² ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ΅.\n\n## ΠΠΎΡΠΎΠΆΠ½Π°Ρ ΠΊΠ°ΡΡΠ° ΠΏΠΎΡΡΠ°ΠΏΠ½ΠΎΠΉ ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ\n\n### Π€Π°Π·Π° 0 - Π€ΡΠ½Π΄Π°ΠΌΠ΅Π½Ρ\n\n**Π¦Π΅Π»ΠΈ:**\n- ΠΠ°ΡΠΊΠ°Ρ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΡ Ρ Qt6\n- ΠΠ»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ Ρ Π΄ΠΎΠΊΠΈΠ½Π³ΠΎΠΌ\n- Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠ΅ΠΌΡ/ΡΡΠΈΠ»Ρ (ΡΠ΅ΠΌΠ½Π°Ρ ΡΠ΅ΠΌΠ° Π² ΡΡΠΈΠ»Π΅ Unreal)\n- Π¨ΠΈΠ½Π° ΡΠΎΠ±ΡΡΠΈΠΉ (Π±Π°Π·ΠΎΠ²Π°Ρ)\n- Π‘ΠΈΡΡΠ΅ΠΌΠ° Π²ΡΠ±ΠΎΡΠ° (Π±Π°Π·ΠΎΠ²Π°Ρ)\n\n**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n- `NMMainWindow : QMainWindow`\n- `NMDockManager`\n- `NMStyleManager`\n- `QtEventBus`\n- `QtSelectionManager`\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ Qt:**\n- `QMainWindow`\n- `QDockWidget`\n- `QApplication`\n- Π’Π°Π±Π»ΠΈΡΡ ΡΡΠΈΠ»Π΅ΠΉ Qt (QSS)\n\n**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n- [x] Π Π΅Π΄Π°ΠΊΡΠΎΡ Π·Π°ΠΏΡΡΠΊΠ°Π΅ΡΡΡ Ρ ΠΏΡΡΡΡΠΌ Π³Π»Π°Π²Π½ΡΠΌ ΠΎΠΊΠ½ΠΎΠΌ\n- [x] Π€ΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π»ΡΠ½ΡΠΉ ΡΡΠ΅ΠΉΠΌΠ²ΠΎΡΠΊ Π΄ΠΎΠΊΠΈΠ½Π³Π°\n- [x] ΠΡΠΈΠΌΠ΅Π½Π΅Π½Π° ΡΠ΅ΠΌΠ½Π°Ρ ΡΠ΅ΠΌΠ°\n- [x] Π¨ΠΈΠ½Π° ΡΠΎΠ±ΡΡΠΈΠΉ ΠΌΠΎΠΆΠ΅Ρ ΠΏΡΠ±Π»ΠΈΠΊΠΎΠ²Π°ΡΡ/ΠΏΠΎΠ΄ΠΏΠΈΡΡΠ²Π°ΡΡΡΡ Π½Π° ΡΠΎΠ±ΡΡΠΈΡ\n- [x] Π‘ΠΈΡΡΠ΅ΠΌΠ° Π²ΡΠ±ΠΎΡΠ° ΠΎΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π΅Ρ Π±Π°Π·ΠΎΠ²ΡΠΉ Π²ΡΠ±ΠΎΡ\n- [x] ΠΠΊΡΠ°Π½ ΠΏΡΠΈΠ²Π΅ΡΡΡΠ²ΠΈΡ/Π·Π°ΠΏΡΡΠΊΠ° Ρ ΠΏΠΎΡΠ»Π΅Π΄Π½ΠΈΠΌΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°ΠΌΠΈ ΠΈ ΡΠ°Π±Π»ΠΎΠ½Π°ΠΌΠΈ\n\n### Π€Π°Π·Π° 1 - ΠΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΏΠ°Π½Π΅Π»ΠΈ (ΡΠΎΠ»ΡΠΊΠΎ ΡΡΠ΅Π½ΠΈΠ΅)\n\n**Π¦Π΅Π»ΠΈ:**\n- ΠΠ°Π½Π΅Π»Ρ SceneView (ΡΠΎΠ»ΡΠΊΠΎ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠ΅)\n- ΠΠ°Π½Π΅Π»Ρ StoryGraph (ΡΠΎΠ»ΡΠΊΠΎ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠ΅)\n- ΠΠ°Π½Π΅Π»Ρ Inspector (ΡΠ²ΠΎΠΉΡΡΠ²Π° ΡΠΎΠ»ΡΠΊΠΎ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡ)\n- ΠΠ°Π½Π΅Π»Ρ Console (ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠ΅ Π»ΠΎΠ³Π°)\n\n**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n- `NMSceneViewPanel : NMDockPanel`\n- `NMStoryGraphPanel : NMDockPanel`\n- `NMInspectorPanel : NMDockPanel`\n- `NMConsolePanel : NMDockPanel`\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ Qt:**\n- `QGraphicsView` / `QGraphicsScene`\n- `QTreeView` / `QTreeWidget`\n- `QListWidget`\n- `QTextEdit`\n\n**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n- [x] SceneView ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΠΎΠ±ΡΠ΅ΠΊΡΡ ΡΡΠ΅Π½Ρ (Π±Π΅Π· Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΡ)\n- [x] StoryGraph ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΡΠ·Π»Ρ ΠΈ ΡΠΎΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΡ (Π±Π΅Π· ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ)\n- [x] Inspector ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°Π΅Ρ ΡΠ²ΠΎΠΉΡΡΠ²Π° Π²ΡΠ±ΡΠ°Π½Π½ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°\n- [x] Console ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΡΠΎΠΎΠ±ΡΠ΅Π½ΠΈΡ Π»ΠΎΠ³Π°\n- [x] Asset Browser Ρ ΡΠ°Π·Π΄Π΅Π»Π΅Π½Π½ΡΠΌ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ΠΌ Π΄Π΅ΡΠ΅Π²Π°/ΡΠΏΠΈΡΠΊΠ°\n- [x] ΠΠ°Π½Π΅Π»Ρ Hierarchy Ρ ΡΠ°Π·Π²ΠΎΡΠ°ΡΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ/ΡΠ²ΠΎΡΠ°ΡΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ\n\n### Π€Π°Π·Π° 2 - Π Π΅Π΄Π°ΠΊΡΠΈΡΡΠ΅ΠΌΠΎΠ΅ ΡΠ΄ΡΠΎ\n\n**Π¦Π΅Π»ΠΈ:**\n- ΠΡΠ±ΠΎΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² Π²ΠΎ Π²ΡΠ΅Ρ ΠΏΠ°Π½Π΅Π»ΡΡ \n- Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ²ΠΎΠΉΡΡΠ² Π² Inspector\n- Π‘ΠΈΡΡΠ΅ΠΌΠ° ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ°\n- ΠΠ°Π·ΠΎΠ²ΠΎΠ΅ ΠΏΠ΅ΡΠ΅ΡΠ°ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅\n- ΠΡΠ°ΡΠ·Π΅Ρ Π°ΡΡΠ΅ΡΠΎΠ² (Π±Π°Π·ΠΎΠ²ΡΠΉ)\n\n**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n- `NMAssetBrowserPanel : NMDockPanel`\n- `NMPropertyEditor`\n- `NMUndoManager`\n- Π Π°Π·Π»ΠΈΡΠ½ΡΠ΅ ΠΏΠΎΠ΄ΠΊΠ»Π°ΡΡΡ `QUndoCommand`\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ Qt:**\n- `QUndoStack`\n- `QMimeData` (ΠΏΠ΅ΡΠ΅ΡΠ°ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅)\n- ΠΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠ΅ Π²ΠΈΠ΄ΠΆΠ΅ΡΡ ΡΠ²ΠΎΠΉΡΡΠ²\n\n**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n- [x] Π‘ΠΈΡΡΠ΅ΠΌΠ° ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ° Ρ QUndoStack\n- [x] ΠΠ°ΡΡΠ΅ΡΠ½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ Π΄Π»Ρ Π²ΡΠ΅Ρ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°\n- [x] ΠΡΠΌΠ΅Π½Π°/ΠΏΠΎΠ²ΡΠΎΡ ΠΈΠ½ΡΠ΅Π³ΡΠΈΡΠΎΠ²Π°Π½Ρ Ρ Π³Π»Π°Π²Π½ΡΠΌ ΠΎΠΊΠ½ΠΎΠΌ\n- [ ] ΠΠ»ΠΈΠΊ Π΄Π»Ρ Π²ΡΠ±ΠΎΡΠ° ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² (ΡΡΠ΅ΠΉΠΌΠ²ΠΎΡΠΊ Π³ΠΎΡΠΎΠ²)\n- [ ] ΠΠ½ΠΎΠΆΠ΅ΡΡΠ²Π΅Π½Π½ΡΠΉ Π²ΡΠ±ΠΎΡ Ρ Ctrl+Click (ΡΡΠ΅ΠΉΠΌΠ²ΠΎΡΠΊ Π³ΠΎΡΠΎΠ²)\n- [x] Inspector ΡΠ΅Π΄Π°ΠΊΡΠΈΡΡΠ΅Ρ ΡΠ²ΠΎΠΉΡΡΠ²Π° (ΡΠ΅Π΄Π°ΠΊΡΠΈΡΡΠ΅ΠΌΡΠ΅ Π²ΠΈΠ΄ΠΆΠ΅ΡΡ)\n- [x] ΠΡΡΠ΅ΡΡ ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΎΡΠΌΠ°ΡΡΠΈΠ²Π°ΡΡ\n\n### Π€Π°Π·Π° 3 - ΠΡΠΎΠ΄Π²ΠΈΠ½ΡΡΡΠ΅ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΡ\n\n**Π¦Π΅Π»ΠΈ:**\n- Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ·Π»ΠΎΠ² StoryGraph\n- Π Π΅Π΄Π°ΠΊΡΠΎΡ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ\n- Π Π΅Π΄Π°ΠΊΡΠΎΡ ΠΊΡΠΈΠ²ΡΡ \n- ΠΠ°Π½Π΅Π»Ρ ΠΈΠ΅ΡΠ°ΡΡ ΠΈΠΈ\n\n**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n- `NMTimelinePanel : NMDockPanel`\n- `NMCurveEditorPanel : NMDockPanel`\n- `NMHierarchyPanel : NMDockPanel`\n- `NMGraphNodeItem : QGraphicsItem`\n- `NMGraphConnectionItem : QGraphicsItem`\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ Qt:**\n- ΠΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠ΅ ΠΏΠΎΠ΄ΠΊΠ»Π°ΡΡΡ `QGraphicsItem`\n- `QTimeLine` (Π΄Π»Ρ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΉ)\n- ΠΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΎΠ΅ ΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅\n\n**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n- [x] Π Π΅Π΄Π°ΠΊΡΠΎΡ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ Ρ ΠΌΠ½ΠΎΠΆΠ΅ΡΡΠ²Π΅Π½Π½ΡΠΌΠΈ Π΄ΠΎΡΠΎΠΆΠΊΠ°ΠΌΠΈ\n- [x] Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ ΠΈ ΠΏΡΠΎΠΊΡΡΡΠΊΠ° ΠΊΠ°Π΄ΡΠΎΠ²\n- [x] ΠΠΈΠ·ΡΠ°Π»ΠΈΠ·Π°ΡΠΈΡ ΠΊΠ»ΡΡΠ΅Π²ΡΡ ΠΊΠ°Π΄ΡΠΎΠ²\n- [x] Π Π΅Π΄Π°ΠΊΡΠΎΡ ΠΊΡΠΈΠ²ΡΡ Ρ ΡΠΈΠΏΠ°ΠΌΠΈ ΠΈΠ½ΡΠ΅ΡΠΏΠΎΠ»ΡΡΠΈΠΈ\n- [x] ΠΠΈΠ·ΡΠ°Π»ΠΈΠ·Π°ΡΠΈΡ ΡΠ΅ΡΠΊΠΈ ΠΈ ΠΎΡΡΠΈΡΠΎΠ²ΠΊΠ° ΠΏΡΡΠΈ ΠΊΡΠΈΠ²ΠΎΠΉ\n- [x] Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅/ΡΠ΄Π°Π»Π΅Π½ΠΈΠ΅/ΡΠΎΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΠ΅ ΡΠ·Π»ΠΎΠ² Π² StoryGraph (Π€Π°Π·Π° 3.3)\n- [ ] ΠΠ΅ΡΠ΅ΡΠ°ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅ΡΠΏΠΎΡΡΠ΄ΠΎΡΠΈΠ²Π°Π½ΠΈΡ Π² Hierarchy (Π€Π°Π·Π° 3.3 - Π±ΡΠ΄ΡΡΠ°Ρ ΡΠ°Π±ΠΎΡΠ°)\n\n### Π€Π°Π·Π° 4 - ΠΡΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡΠ²Π΅Π½Π½ΡΠ΅ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΡ\n\n**Π¦Π΅Π»ΠΈ:**\n- ΠΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ Π³ΠΎΠ»ΠΎΡΠ°\n- ΠΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ Π»ΠΎΠΊΠ°Π»ΠΈΠ·Π°ΡΠΈΠΈ\n- ΠΠ°Π½Π΅Π»Ρ Π΄ΠΈΠ°Π³Π½ΠΎΡΡΠΈΠΊΠΈ\n- ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠ±ΠΎΡΠΊΠΈ\n\n**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n- `NMVoiceManagerPanel : NMDockPanel`\n- `NMLocalizationPanel : NMDockPanel`\n- `NMDiagnosticsPanel : NMDockPanel`\n- `NMBuildSettingsPanel : NMDockPanel`\n\n**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ:**\n- [x] ΠΠ°Π½Π΅Π»Ρ Voice Manager Ρ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ°ΠΌΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ ΠΈΠΌΠΏΠΎΡΡΠΎΠΌ/Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ\n- [x] Π‘ΠΏΠΈΡΠΎΠΊ Π³ΠΎΠ»ΠΎΡΠΎΠ²ΡΡ ΡΠ°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΡΠ΅Π΄Π²Π°ΡΠΈΡΠ΅Π»ΡΠ½ΡΠΉ ΠΏΡΠΎΡΠΌΠΎΡΡ\n- [x] ΠΠ°Π½Π΅Π»Ρ Localization Manager Ρ Π²ΡΠ±ΠΎΡΠΎΠΌ ΡΠ·ΡΠΊΠ°\n- [x] Π Π΅Π΄Π°ΠΊΡΠΎΡ ΡΠ°Π±Π»ΠΈΡΡ ΡΡΡΠΎΠΊ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄ΠΎΠ²\n- [x] ΠΠ°Π½Π΅Π»Ρ Diagnostics Ρ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠ΅ΠΌ ΠΎΡΠΈΠ±ΠΎΠΊ/ΠΏΡΠ΅Π΄ΡΠΏΡΠ΅ΠΆΠ΄Π΅Π½ΠΈΠΉ\n- [x] Π€ΠΈΠ»ΡΡΡΠ°ΡΠΈΡ Π΄ΠΈΠ°Π³Π½ΠΎΡΡΠΈΠΊΠΈ ΠΏΠΎ ΡΠΈΠΏΡ\n- [x] ΠΠ°Π½Π΅Π»Ρ Build Settings Ρ Π²ΡΠ±ΠΎΡΠΎΠΌ ΠΏΠ»Π°ΡΡΠΎΡΠΌΡ\n- [x] ΠΠΏΡΠΈΠΈ ΠΊΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΠΈ ΡΠ±ΠΎΡΠΊΠΈ ΠΈ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ Π²ΡΠ²ΠΎΠ΄Π°\n\n### Π€Π°Π·Π° 5 - Play-In-Editor\n\n**Π¦Π΅Π»ΠΈ:**\n- ΠΡΡΡΠ°ΠΈΠ²Π°Π½ΠΈΠ΅ ΡΡΠ΅Π΄Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ\n- ΠΠ²Π΅ΡΠ»Π΅ΠΉ ΠΎΡΠ»Π°Π΄ΠΊΠΈ\n- Π’ΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π°\n- ΠΠΈΠ²ΠΎΠΉ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ \n\n**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n- `NMPlayModeController` - Π¦Π΅Π½ΡΡΠ°Π»ΡΠ½ΡΠΉ ΠΊΠΎΠΎΡΠ΄ΠΈΠ½Π°ΡΠΎΡ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ/ΠΏΠ°ΡΠ·Ρ/ΠΎΡΡΠ°Π½ΠΎΠ²ΠΊΠΈ\n- `NMPlayToolbarPanel` - UI ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ\n- `NMDebugOverlayPanel` - ΠΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ ΡΡΠ΅Π΄Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ\n- ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ ΡΠΎΡΠ΅ΠΊ ΠΎΡΡΠ°Π½ΠΎΠ²Π° Π² `NMGraphNodeItem`\n\n**Π‘ΡΠ°ΡΡΡ ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ (Π€Π°Π·Π° 5.0 - Runtime ΠΈΠ½ΡΠ΅Π³ΡΠΈΡΠΎΠ²Π°Π½): β ΠΠΠΠΠ Π¨ΠΠΠ**\n- [x] ΠΠΎΠ½ΡΡΠΎΠ»Π»Π΅Ρ ΡΠ΅ΠΆΠΈΠΌΠ° Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ Ρ ΠΊΠΎΠ½Π΅ΡΠ½ΡΠΌ Π°Π²ΡΠΎΠΌΠ°ΡΠΎΠΌ (Stopped/Playing/Paused)\n- [x] ΠΡΡΡΠΎΠ΅Π½Π½ΡΠΉ runtime host (ScriptRuntime + SceneGraph snapshot)\n- [x] ΠΠ°Π½Π΅Π»Ρ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠ² Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ Ρ ΠΊΠ½ΠΎΠΏΠΊΠ°ΠΌΠΈ Play/Pause/Stop/Step\n- [x] ΠΠΎΡΡΡΠΈΠ΅ ΠΊΠ»Π°Π²ΠΈΡΠΈ (F5=Play, F6=Pause, F7=Stop, F10=Step)\n- [x] ΠΠ°Π½Π΅Π»Ρ ΠΎΠ²Π΅ΡΠ»Π΅Ρ ΠΎΡΠ»Π°Π΄ΠΊΠΈ Ρ 6 Π²ΠΊΠ»Π°Π΄ΠΊΠ°ΠΌΠΈ (Variables/CallStack/Instruction/Animations/Audio/Performance)\n- [x] Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ ΠΏΡΠΈ ΠΏΠ°ΡΠ·Π΅ (Π΄Π²ΠΎΠΉΠ½ΠΎΠΉ ΠΊΠ»ΠΈΠΊ Π΄Π»Ρ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ)\n- [x] Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ ΡΠΎΡΠΊΠ°ΠΌΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π° (Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅/ΡΠ΄Π°Π»Π΅Π½ΠΈΠ΅/ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ΅Π½ΠΈΠ΅/ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅)\n- [x] Π‘ΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅/Π·Π°Π³ΡΡΠ·ΠΊΠ° ΡΠΎΡΡΠΎΡΠ½ΠΈΡ (ΡΠ»ΠΎΡΡ + Π°Π²ΡΠΎ-ΡΠ΅ΠΉΠ²)\n- [x] Qt ΡΠΈΠ³Π½Π°Π»Ρ/ΡΠ»ΠΎΡΡ Π΄Π»Ρ Π²ΡΠ΅Ρ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ\n- [x] **ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΎΡΡ ΡΠΎΡΠ΅ΠΊ ΠΎΡΡΠ°Π½ΠΎΠ²Π° Π² StoryGraph (ΠΊΡΠ°ΡΠ½ΡΠΉ ΠΊΡΡΠ³ Ρ 3D ΡΡΡΠ΅ΠΊΡΠΎΠΌ)**\n- [x] **ΠΠΎΠ΄ΡΠ²Π΅ΡΠΊΠ° ΡΠ΅ΠΊΡΡΠ΅Π³ΠΎ ΡΠ·Π»Π° Π²ΠΎ Π²ΡΠ΅ΠΌΡ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ (ΠΏΡΠ»ΡΡΠΈΡΡΡΡΠ΅Π΅ Π·Π΅Π»Π΅Π½ΠΎΠ΅ ΡΠ²Π΅ΡΠ΅Π½ΠΈΠ΅ + ΡΡΡΠ΅Π»ΠΊΠ° Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ)**\n- [x] **ΠΠΎΠ½ΡΠ΅ΠΊΡΡΠ½ΠΎΠ΅ ΠΌΠ΅Π½Ρ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ΅Π½ΠΈΡ ΡΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π° (ΠΏΡΠ°Π²ΡΠΉ ΠΊΠ»ΠΈΠΊ Π½Π° ΡΠ·Π»Π΅)**\n- [x] **ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Π² Π³Π»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ (ΠΏΠ°Π½Π΅Π»ΠΈ ΠΏΡΠΈΠΊΡΠ΅ΠΏΠ»Π΅Π½Ρ ΠΈ Π·Π°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΠΎΠ²Π°Π½Ρ)**\n- [x] **ΠΠ²ΡΠΎΡΠ΅Π½ΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ Π½Π° ΡΠ΅ΠΊΡΡΠ΅ΠΌ Π²ΡΠΏΠΎΠ»Π½ΡΠ΅ΠΌΠΎΠΌ ΡΠ·Π»Π΅**\n\n**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ (Π€Π°Π·Π° 5.0): β ΠΠ‘Π ΠΠΠΠΠ Π¨ΠΠΠ**\n- [x] ΠΠΎΠΆΠ½ΠΎ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΡ ΡΠ·Π»Ρ ΡΠ΅ΡΠ΅Π· Π²ΡΡΡΠΎΠ΅Π½Π½ΡΠΉ runtime\n- [x] ΠΠ²Π΅ΡΠ»Π΅ΠΉ ΠΎΡΠ»Π°Π΄ΠΊΠΈ ΠΏΠΎΠΊΠ°Π·ΡΠ²Π°Π΅Ρ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ ΡΡΠ΅Π΄Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ ΠΈ ΡΡΠ΅ΠΊ Π²ΡΠ·ΠΎΠ²ΠΎΠ²\n- [x] ΠΠΎΠΆΠ½ΠΎ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ/ΡΠ΄Π°Π»ΡΡΡ ΡΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π° ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ½ΠΎ\n- [x] ΠΠΎΠΆΠ½ΠΎ ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ°ΡΡ ΡΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π° ΡΠ΅ΡΠ΅Π· UI (ΠΊΠΎΠ½ΡΠ΅ΠΊΡΡΠ½ΠΎΠ΅ ΠΌΠ΅Π½Ρ)\n- [x] ΠΠΈΠ²ΡΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ Π²ΠΈΠ΄ΠΈΠΌΡ ΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΡΠ΅ΠΌΡ Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΠΏΠ°ΡΠ·Ρ\n- [x] ΠΠΈΠ·ΡΠ°Π»ΡΠ½Π°Ρ ΠΎΠ±ΡΠ°ΡΠ½Π°Ρ ΡΠ²ΡΠ·Ρ Π΄Π»Ρ ΡΠΎΡΠ΅ΠΊ ΠΎΡΡΠ°Π½ΠΎΠ²Π° ΠΈ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ\n- [x] ΠΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»ΡΠ½ΡΠ΅ Π³ΠΎΡΡΡΠΈΠ΅ ΠΊΠ»Π°Π²ΠΈΡΠΈ, ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΠ΅ ΠΎΡΡΠ°ΡΠ»Π΅Π²ΡΠΌ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠ°ΠΌ\n\n**ΠΡΠ΄ΡΡΠ°Ρ ΡΠ°Π±ΠΎΡΠ° (Π€Π°Π·Π° 5.1+):**\n- [ ] Π‘ΠΈΠ½Ρ ΡΠΎΠ½ΠΈΠ·Π°ΡΠΈΡ Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ Π²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠ°Π»Ρ\n- [ ] ΠΠΎΡΡΡΠ°Ρ ΠΏΠ΅ΡΠ΅Π·Π°Π³ΡΡΠ·ΠΊΠ° Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΡΠ΅ΠΆΠΈΠΌΠ° Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²Π΅Π΄Π΅Π½ΠΈΡ\n- [ ] ΠΡΠΎΠ΄Π²ΠΈΠ½ΡΡΠ°Ρ ΠΎΡΠ»Π°Π΄ΠΊΠ° (ΡΡΠ»ΠΎΠ²Π½ΡΠ΅ ΡΠΎΡΠΊΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²Π°, Π²ΡΡΠ°ΠΆΠ΅Π½ΠΈΡ ΠΎΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΡ)\n\n### Π€Π°Π·Π° 5.5 - Scene Management System\n\n**Π¦Π΅Π»ΠΈ:**\n- Π¦Π΅Π½ΡΡΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΡΠ΅Π½Π°ΠΌΠΈ\n- ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠ°Ρ ΡΠΈΠ½Ρ ΡΠΎΠ½ΠΈΠ·Π°ΡΠΈΡ ΠΌΠ΅ΠΆΠ΄Ρ ΠΏΠ°Π½Π΅Π»ΡΠΌΠΈ\n- Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ² Π΄Π»Ρ Π±ΡΡΡΡΠΎΠ³ΠΎ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΡΡΠ΅Π½\n- ΠΠ°Π»ΠΈΠ΄Π°ΡΠΈΡ ΡΡΡΠ»ΠΎΠΊ Π½Π° ΡΡΠ΅Π½Ρ\n\n**ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ»Π°ΡΡΡ:**\n- `SceneRegistry` - Π¦Π΅Π½ΡΡΠ°Π»ΡΠ½ΡΠΉ ΡΠ΅Π΅ΡΡΡ Π²ΡΠ΅Ρ ΡΡΠ΅Π½ Π² ΠΏΡΠΎΠ΅ΠΊΡΠ΅\n- `SceneTemplateManager` - Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠ°Π±Π»ΠΎΠ½Π°ΠΌΠΈ ΡΡΠ΅Π½\n- `SceneMediator` - ΠΠΎΠΎΡΠ΄ΠΈΠ½Π°ΡΠΈΡ ΠΌΠ΅ΠΆΠ΄Ρ Scene Registry ΠΈ ΠΏΠ°Π½Π΅Π»ΡΠΌΠΈ\n- `NMSceneIdPicker` - ΠΠΈΠ΄ΠΆΠ΅Ρ Π²ΡΠ±ΠΎΡΠ° ΡΡΠ΅Π½Ρ Π² Inspector\n- `SceneRegistryMediator` - ΠΡΠ΅ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΠ΅ Qt ΡΠΈΠ³Π½Π°Π»ΠΎΠ² Π² EventBus ΡΠΎΠ±ΡΡΠΈΡ\n\n**Π‘ΡΠ°ΡΡΡ ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ (Π€Π°Π·Π° 5.5): β ΠΠΠΠΠ Π¨ΠΠΠ**\n\n#### Scene Registry System (PR #217, #210)\n- [x] Π Π΅Π³ΠΈΡΡΡΠ°ΡΠΈΡ ΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΡΠ΅Π½Π°ΠΌΠΈ Ρ ΡΠ½ΠΈΠΊΠ°Π»ΡΠ½ΡΠΌΠΈ ID\n- [x] API ΠΌΠ΅ΡΠΎΠ΄Ρ: registerScene, renameScene, renameSceneId, deleteScene\n- [x] ΠΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΠ΅ ΠΊΡΠΎΡΡ-ΡΡΡΠ»ΠΎΠΊ (ΠΊΠ°ΠΊΠΈΠ΅ ΡΠ·Π»Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡ ΠΊΠ°ΠΊΠΈΠ΅ ΡΡΠ΅Π½Ρ)\n- [x] ΠΠ±Π½Π°ΡΡΠΆΠ΅Π½ΠΈΠ΅ orphaned .nmscene ΡΠ°ΠΉΠ»ΠΎΠ² (Π½Π΅ Π·Π°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΠΎΠ²Π°Π½Π½ΡΠ΅)\n- [x] ΠΠ±Π½Π°ΡΡΠΆΠ΅Π½ΠΈΠ΅ invalid references (Π·Π°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΠΎΠ²Π°Π½Π½ΡΠ΅ Π±Π΅Π· ΡΠ°ΠΉΠ»Π°)\n- [x] ΠΠ΅Π½Π΅ΡΠ°ΡΠΈΡ ΠΈ ΠΊΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ thumbnails\n- [x] Qt ΡΠΈΠ³Π½Π°Π»Ρ ΠΆΠΈΠ·Π½Π΅Π½Π½ΠΎΠ³ΠΎ ΡΠΈΠΊΠ»Π° ΡΡΠ΅Π½ (registered, renamed, unregistered, idChanged)\n- [x] JSON persistence Π΄Π»Ρ ΠΌΠ΅ΡΠ°Π΄Π°Π½Π½ΡΡ ΠΈ ΡΡΡΠ»ΠΎΠΊ\n- [x] SceneMediator Π΄Π»Ρ ΠΊΠΎΠΎΡΠ΄ΠΈΠ½Π°ΡΠΈΠΈ Ρ ΠΏΠ°Π½Π΅Π»ΡΠΌΠΈ\n\n#### Scene Template System (PR #222)\n- [x] SceneTemplateManager Π΄Π»Ρ Π·Π°Π³ΡΡΠ·ΠΊΠΈ ΠΈ ΠΈΠ½ΡΡΠ°Π½ΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ²\n- [x] 5 Π²ΡΡΡΠΎΠ΅Π½Π½ΡΡ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ²:\n - Empty Scene (ΠΏΡΡΡΠΎΠΉ Ρ ΠΎΠ»ΡΡ)\n - Dialogue Scene (ΡΠΎΠ½ + 2 ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° + Π΄ΠΈΠ°Π»ΠΎΠ³ΠΎΠ²ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ)\n - Choice Scene (ΡΠΎΠ½ + ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ + ΠΌΠ΅Π½Ρ Π²ΡΠ±ΠΎΡΠ°)\n - Cutscene (ΠΏΠΎΠ»Π½ΠΎΡΠΊΡΠ°Π½Π½ΡΠΉ ΡΠΎΠ½)\n - Title Screen (ΡΠΎΠ½ + Π»ΠΎΠ³ΠΎ + ΠΊΠ½ΠΎΠΏΠΊΠΈ ΠΌΠ΅Π½Ρ)\n- [x] ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΡ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ² (ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅ ΡΡΠ΅Π½ ΠΊΠ°ΠΊ templates)\n- [x] NMNewSceneDialog Ρ Π²ΡΠ±ΠΎΡΠΎΠΌ ΡΠ°Π±Π»ΠΎΠ½Π° ΠΈ preview\n- [x] ΠΠ°ΡΠ΅Π³ΠΎΡΠΈΠ·Π°ΡΠΈΡ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ² (Standard, Visual Novel, Cinematic, Menu)\n- [x] ΠΠ΅ΡΠ°Π΄Π°Π½Π½ΡΠ΅ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠ² (name, description, category, tags, author, version)\n\n#### Scene-Story Graph Auto-Sync (PR #224, #219)\n- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ thumbnails Π² Story Graph ΠΏΡΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ ΡΡΠ΅Π½\n- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π½Π°Π·Π²Π°Π½ΠΈΠΉ ΡΠ·Π»ΠΎΠ² ΠΏΡΠΈ ΠΏΠ΅ΡΠ΅ΠΈΠΌΠ΅Π½ΠΎΠ²Π°Π½ΠΈΠΈ ΡΡΠ΅Π½\n- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠ°Ρ ΠΏΠΎΠΌΠ΅ΡΠΊΠ° orphaned references ΠΏΡΠΈ ΡΠ΄Π°Π»Π΅Π½ΠΈΠΈ ΡΡΠ΅Π½\n- [x] EventBus ΡΠΎΠ±ΡΡΠΈΡ: SceneThumbnailUpdated, SceneRenamed, SceneDeleted\n- [x] SceneRegistryMediator Π΄Π»Ρ ΠΊΠΎΠ½Π²Π΅ΡΡΠ°ΡΠΈΠΈ Qt signals β EventBus events\n- [x] Story Graph ΠΏΠΎΠ΄ΠΏΠΈΡΠΊΠΈ Π½Π° ΡΠΎΠ±ΡΡΠΈΡ Π΄Π»Ρ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΡ UI\n- [x] Scene View ΡΠΌΠΈΡΡΠΈΡ SceneDocumentModifiedEvent ΠΏΠΎΡΠ»Π΅ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ\n\n#### Scene ID Picker Widget (PR #218)\n- [x] NMSceneIdPicker Π²ΠΈΠ΄ΠΆΠ΅Ρ Π² Inspector ΠΏΠ°Π½Π΅Π»ΠΈ\n- [x] Dropdown ΡΠΎ Π²ΡΠ΅ΠΌΠΈ Π·Π°ΡΠ΅Π³ΠΈΡΡΡΠΈΡΠΎΠ²Π°Π½Π½ΡΠΌΠΈ ΡΡΠ΅Π½Π°ΠΌΠΈ\n- [x] Preview thumbnail Ρ ΠΌΠ΅ΡΠ°Π΄Π°Π½Π½ΡΠΌΠΈ (name, path, last modified)\n- [x] Validation state indicator (β valid / β invalid)\n- [x] Quick action buttons: Create New, Edit Scene, Locate\n- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ ΠΏΡΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡΡ Π² SceneRegistry\n- [x] ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Π² Inspector ΠΏΡΠΈ Π²ΡΠ±ΠΎΡΠ΅ Scene ΡΠ·Π»Π°\n\n#### Scene Reference Validation (PR #221)\n- [x] ΠΠ°Π»ΠΈΠ΄Π°ΡΠΈΡ Π²ΡΠ΅Ρ ΡΡΡΠ»ΠΎΠΊ Π½Π° ΡΡΠ΅Π½Ρ ΠΏΠ΅ΡΠ΅Π΄ Play ΡΠ΅ΠΆΠΈΠΌΠΎΠΌ\n- [x] ΠΡΠΎΠ²Π΅ΡΠΊΠ° ΡΡΡΠ΅ΡΡΠ²ΠΎΠ²Π°Π½ΠΈΡ .nmscene ΡΠ°ΠΉΠ»ΠΎΠ²\n- [x] ΠΠ±Π½Π°ΡΡΠΆΠ΅Π½ΠΈΠ΅ empty scene IDs\n- [x] ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΎΡΡ ΠΎΡΠΈΠ±ΠΎΠΊ (ΠΊΡΠ°ΡΠ½ΡΠΉ ΠΊΡΡΠΆΠΎΠΊ Ρ X)\n- [x] ΠΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΎΡΡ ΠΏΡΠ΅Π΄ΡΠΏΡΠ΅ΠΆΠ΄Π΅Π½ΠΈΠΉ (ΠΎΡΠ°Π½ΠΆΠ΅Π²ΡΠΉ ΠΊΡΡΠΆΠΎΠΊ Ρ !)\n- [x] Tooltip ΡΠΎΠΎΠ±ΡΠ΅Π½ΠΈΡ Ρ Π΄Π΅ΡΠ°Π»ΡΠΌΠΈ ΠΎΡΠΈΠ±ΠΎΠΊ\n- [x] ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π²Π°Π»ΠΈΠ΄Π°ΡΠΈΠΈ ΠΏΡΠΈ rebuild Π³ΡΠ°ΡΠ°\n- [x] ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Π² validateGraph() workflow\n\n**ΠΡΠΈΡΠ΅ΡΠΈΠΈ Π·Π°Π²Π΅ΡΡΠ΅Π½ΠΈΡ (Π€Π°Π·Π° 5.5): β ΠΠ‘Π ΠΠΠΠΠ Π¨ΠΠΠ**\n- [x] Scene Registry ΠΎΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π΅Ρ Π²ΡΠ΅ ΡΡΠ΅Π½Ρ ΠΈ ΠΈΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅\n- [x] Scene Templates ΡΡΠΊΠΎΡΡΡΡ ΡΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΠΈΠΏΠΎΠ²ΡΡ ΡΡΠ΅Π½\n- [x] Story Graph Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ ΡΠΈΠ½Ρ ΡΠΎΠ½ΠΈΠ·ΠΈΡΡΠ΅ΡΡΡ Ρ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡΠΌΠΈ ΡΡΠ΅Π½\n- [x] Inspector ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠ΄ΠΎΠ±Π½ΡΠΉ UI Π΄Π»Ρ Π²ΡΠ±ΠΎΡΠ° ΡΡΠ΅Π½\n- [x] ΠΠ΅Π΄Π΅ΠΉΡΡΠ²ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΡΡΠ»ΠΊΠΈ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΠΎ ΠΎΠ±ΠΎΠ·Π½Π°ΡΠ΅Π½Ρ Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠ΅ΠΉ\n- [x] ΠΡΠ΅ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ Π² project files\n\n**ΠΡΠ΄ΡΡΠ°Ρ ΡΠ°Π±ΠΎΡΠ° (Π€Π°Π·Π° 5.6+):**\n- [ ] Quick Fix Actions (Create Scene, Remove Reference, Browse)\n- [ ] Diagnostics Panel ΠΈΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Π΄Π»Ρ ΡΠ΅Π½ΡΡΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½Π½ΡΡ ΠΎΡΠΈΠ±ΠΎΠΊ\n- [ ] Circular reference detection Π² Story Graph\n- [ ] Thumbnail Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠ°Ρ ΡΠ΅Π³Π΅Π½Π΅ΡΠ°ΡΠΈΡ ΠΏΡΠΈ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΠΈ ΡΡΠ΅Π½\n\n## Π‘ΠΏΠ΅ΡΠΈΡΠΈΠΊΠ°ΡΠΈΠΈ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ\n\n### ΠΠ»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ + ΠΠΎΠΊΠΈΠ½Π³\n\nΠΠ»Π°Π²Π½ΠΎΠ΅ ΠΎΠΊΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QMainWindow` Ρ `QDockWidget` Π΄Π»Ρ Π²ΡΠ΅Ρ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ. ΠΠ°ΠΊΠ΅Ρ ΡΠΎΡ οΏ½ | |
| [2026-01-11T18:26:54.868Z] [INFO] οΏ½Π°Π½ΡΠ΅ΡΡΡ/Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ ΡΠ΅ΡΠ΅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 // ΠΠ°Π½Π΅Π»ΠΈ Π΄ΠΎΠΊΠΈΠ½Π³Π°\n NMSceneViewPanel* m_sceneView;\n NMStoryGraphPanel* m_storyGraph;\n // ...\n};\n```\n\n### ΠΠ°Π½Π΅Π»Ρ SceneView\n\nΠΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΡΡΠ΅Π½Ρ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΠΎΠΉ Π½ΠΎΠ²Π΅Π»Π»Ρ Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ, ΡΠΎΠ½Π°ΠΌΠΈ ΠΈ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ°ΠΌΠΈ.\n\n- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QGraphicsView` Ρ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΎΠΉ `QGraphicsScene`\n- ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΈΠ²Π°Π΅Ρ ΠΏΠ°Π½ΠΎΡΠ°ΠΌΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ (ΡΡΠ΅Π΄Π½ΡΡ ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡΡΠΈ) ΠΈ ΠΌΠ°ΡΡΡΠ°Π±ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ (ΠΊΠΎΠ»Π΅ΡΠΈΠΊΠΎ ΠΏΡΠΎΠΊΡΡΡΠΊΠΈ)\n- ΠΠ°Π»ΠΎΠΆΠ΅Π½ΠΈΠ΅ ΡΠ΅ΡΠΊΠΈ (ΠΎΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ)\n- ΠΡΡΠΌΠΎΡΠ³ΠΎΠ»ΡΠ½ΠΈΠΊΠΈ Π²ΡΠ±ΠΎΡΠ° ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- ΠΠΈΠ·ΠΌΠΎ ΡΡΠ°Π½ΡΡΠΎΡΠΌΠ°ΡΠΈΠΈ (Π€Π°Π·Π° 2+)\n\n### ΠΠ°Π½Π΅Π»Ρ StoryGraph\n\nΠ Π΅Π΄Π°ΠΊΡΠΎΡ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΡ ΡΠΊΡΠΈΠΏΡΠΎΠ² Π½Π° ΠΎΡΠ½ΠΎΠ²Π΅ ΡΠ·Π»ΠΎΠ².\n\n- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QGraphicsView` Ρ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠΌΠΈ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ°ΠΌΠΈ ΡΠ·Π»ΠΎΠ²\n- ΠΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠ΅ `QGraphicsItem` Π΄Π»Ρ ΡΠ·Π»ΠΎΠ²\n- Π‘ΠΎΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΡ ΠΊΡΠΈΠ²ΡΠΌΠΈ ΠΠ΅Π·ΡΠ΅\n- ΠΠΈΠ½ΠΈ-ΠΊΠ°ΡΡΠ° (ΠΎΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ)\n- ΠΠ°Π»ΠΈΡΡΠ° ΡΠ·Π»ΠΎΠ² Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ Π½ΠΎΠ²ΡΡ ΡΠ·Π»ΠΎΠ²\n\n### ΠΠ°Π½Π΅Π»Ρ Inspector\n\nΠ Π΅Π΄Π°ΠΊΡΠΎΡ ΡΠ²ΠΎΠΉΡΡΠ² Π΄Π»Ρ Π²ΡΠ±ΡΠ°Π½Π½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ².\n\n- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QScrollArea` Ρ Π²ΠΈΠ΄ΠΆΠ΅ΡΠ°ΠΌΠΈ ΡΠ²ΠΎΠΉΡΡΠ²\n- ΠΡΡΠΏΠΏΡ ΡΠ²ΠΎΠΉΡΡΠ² (ΡΠ²ΠΎΡΠ°ΡΠΈΠ²Π°Π΅ΠΌΡΠ΅)\n- Π Π°Π·Π»ΠΈΡΠ½ΡΠ΅ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΡ: ΡΠ΅ΠΊΡΡ, ΡΠΈΡΠ»ΠΎ, ΡΠ²Π΅Ρ, Π²ΡΠΏΠ°Π΄Π°ΡΡΠΈΠΉ ΡΠΏΠΈΡΠΎΠΊ, Π²ΡΠ±ΠΎΡ ΡΠ°ΠΉΠ»Π°\n- Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² (ΠΎΠ±ΡΠΈΠ΅ ΡΠ²ΠΎΠΉΡΡΠ²Π°)\n\n### ΠΠ°Π½Π΅Π»Ρ Console\n\nΠΡΠ²ΠΎΠ΄ Π»ΠΎΠ³Π° ΠΈ Π²Π²ΠΎΠ΄ ΠΊΠΎΠΌΠ°Π½Π΄.\n\n- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `QTextEdit` (ΡΠΎΠ»ΡΠΊΠΎ ΡΡΠ΅Π½ΠΈΠ΅) Π΄Π»Ρ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΡ Π»ΠΎΠ³Π°\n- ΠΠ½ΠΎΠΏΠΊΠΈ ΡΠΈΠ»ΡΡΡΠ° (Info, Warning, Error)\n- ΠΠ½ΠΎΠΏΠΊΠ° ΠΎΡΠΈΡΡΠΊΠΈ\n- ΠΠΏΡΠΈΡ Π°Π²ΡΠΎΠΏΡΠΎΠΊΡΡΡΠΊΠΈ\n- ΠΠΎΠ»Π΅ Π²Π²ΠΎΠ΄Π° ΠΏΠΎΠΈΡΠΊΠ°/ΡΠΈΠ»ΡΡΡΠ°\n\n## Π ΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΡΡΠΈΠ»Ρ\n\n### Π¦Π²Π΅ΡΠΎΠ²Π°Ρ ΠΏΠ°Π»ΠΈΡΡΠ° (ΡΠ΅ΠΌΠ½Π°Ρ ΡΠ΅ΠΌΠ° Π² ΡΡΠΈΠ»Π΅ Unreal)\n\n```css\n/* Π¦Π²Π΅ΡΠ° ΡΠΎΠ½Π° */\n--bg-darkest: #1a1a1a; /* ΠΡΠ½ΠΎΠ²Π½ΠΎΠΉ ΡΠΎΠ½ */\n--bg-dark: #232323; /* Π€ΠΎΠ½ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ */\n--bg-medium: #2d2d2d; /* Π€ΠΎΠ½ Π²ΠΈΠ΄ΠΆΠ΅ΡΠΎΠ² */\n--bg-light: #383838; /* Π‘ΠΎΡΡΠΎΡΠ½ΠΈΡ ΠΏΡΠΈ Π½Π°Π²Π΅Π΄Π΅Π½ΠΈΠΈ */\n\n/* Π¦Π²Π΅ΡΠ° ΡΠ΅ΠΊΡΡΠ° */\n--text-primary: #e0e0e0; /* ΠΡΠ½ΠΎΠ²Π½ΠΎΠΉ ΡΠ΅ΠΊΡΡ */\n--text-secondary: #a0a0a0; /* ΠΡΠΎΡΠΈΡΠ½ΡΠΉ ΡΠ΅ΠΊΡΡ */\n--text-disabled: #606060; /* ΠΡΠΊΠ»ΡΡΠ΅Π½Π½ΡΠΉ ΡΠ΅ΠΊΡΡ */\n\n/* ΠΠΊΡΠ΅Π½ΡΠ½ΡΠ΅ ΡΠ²Π΅ΡΠ° */\n--accent-primary: #0078d4; /* ΠΡΠ±ΠΎΡ, ΡΠΎΠΊΡΡ */\n--accent-hover: #1a88e0; /* Π‘ΠΎΡΡΠΎΡΠ½ΠΈΠ΅ ΠΏΡΠΈ Π½Π°Π²Π΅Π΄Π΅Π½ΠΈΠΈ */\n--accent-active: #006cbd; /* ΠΠΊΡΠΈΠ²Π½ΠΎΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΠ΅ */\n\n/* Π¦Π²Π΅ΡΠ° ΡΡΠ°ΡΡΡΠ° */\n--error: #f44336;\n--warning: #ff9800;\n--success: #4caf50;\n--info: #2196f3;\n\n/* Π¦Π²Π΅ΡΠ° Π³ΡΠ°Π½ΠΈΡ */\n--border-dark: #1a1a1a;\n--border-light: #404040;\n```\n\n### Π’ΠΈΠΏΠΎΠ³ΡΠ°ΡΠΈΠΊΠ°\n\n- **Π‘Π΅ΠΌΠ΅ΠΉΡΡΠ²ΠΎ ΡΡΠΈΡΡΠΎΠ²**: Segoe UI (Windows), Ubuntu (Linux), ΡΠΈΡΡΠ΅ΠΌΠ½ΡΠΉ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\n- **ΠΠ°Π·ΠΎΠ²ΡΠΉ ΡΠ°Π·ΠΌΠ΅Ρ**: 9pt (11px ΠΏΡΠΈ 96 DPI)\n- **ΠΠ°Π³ΠΎΠ»ΠΎΠ²ΠΊΠΈ**: 10-12pt, ΠΏΠΎΠ»ΡΠΆΠΈΡΠ½ΡΠΉ\n- **ΠΠΎΠ½ΠΎΡΠΈΡΠΈΠ½Π½ΡΠΉ**: Consolas, Ubuntu Mono (Π΄Π»Ρ ΠΊΠΎΠ΄Π°/ΠΊΠΎΠ½ΡΠΎΠ»ΠΈ)\n\n### ΠΡΡΡΡΠΏΡ\n\n- **ΠΡΡΡΡΠΏΡ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ**: 4px\n- **Π Π°ΡΡΡΠΎΡΠ½ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ Π²ΠΈΠ΄ΠΆΠ΅ΡΠ°ΠΌΠΈ**: 4px\n- **Π Π°ΡΡΡΠΎΡΠ½ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ Π³ΡΡΠΏΠΏΠ°ΠΌΠΈ**: 8px\n- **Π Π°ΡΡΡΠΎΡΠ½ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ ΡΠ΅ΠΊΡΠΈΡΠΌΠΈ**: 16px\n\n### ΠΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ\n\n- ΠΠ°Π½Π΅Π»ΠΈ ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΈΠΊΡΠ΅ΠΏΠΈΡΡ ΠΊ Π»ΡΠ±ΠΎΠΌΡ ΠΊΡΠ°Ρ\n- ΠΠ°Π½Π΅Π»ΠΈ ΠΌΠΎΠΆΠ½ΠΎ Π³ΡΡΠΏΠΏΠΈΡΠΎΠ²Π°ΡΡ Π²ΠΊΠ»Π°Π΄ΠΊΠ°ΠΌΠΈ Ρ Π΄ΡΡΠ³ΠΈΠΌΠΈ ΠΏΠ°Π½Π΅Π»ΡΠΌΠΈ\n- ΠΠ°Π½Π΅Π»ΠΈ ΠΌΠΎΠ³ΡΡ Π±ΡΡΡ ΠΎΡΠ΄Π΅Π»Π΅Π½Ρ ΠΊΠ°ΠΊ ΠΎΡΠ΄Π΅Π»ΡΠ½ΡΠ΅ ΠΎΠΊΠ½Π°\n- ΠΠ°Π½Π΅Π»ΠΈ Π·Π°ΠΏΠΎΠΌΠΈΠ½Π°ΡΡ ΡΠ²ΠΎΠΉ ΡΠ°Π·ΠΌΠ΅Ρ ΠΈ ΠΏΠΎΠ·ΠΈΡΠΈΡ\n- ΠΠ²ΠΎΠΉΠ½ΠΎΠΉ ΠΊΠ»ΠΈΠΊ Π½Π° Π·Π°Π³ΠΎΠ»ΠΎΠ²ΠΊΠ΅ Π΄Π»Ρ ΠΎΡΠ΄Π΅Π»Π΅Π½ΠΈΡ/ΠΏΡΠΈΠΊΡΠ΅ΠΏΠ»Π΅Π½ΠΈΡ\n\n### Π‘ΠΎΡΡΠΎΡΠ½ΠΈΡ Π²ΠΈΠ΄ΠΆΠ΅ΡΠΎΠ²\n\nΠΡΠ΅ ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½ΡΠ΅ Π²ΠΈΠ΄ΠΆΠ΅ΡΡ ΠΈΠΌΠ΅ΡΡ ΡΠ°Π·Π»ΠΈΡΠΈΠΌΡΠ΅ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ:\n\n- **ΠΠΎΡΠΌΠ°Π»ΡΠ½ΠΎΠ΅**: ΠΠ½Π΅ΡΠ½ΠΈΠΉ Π²ΠΈΠ΄ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\n- **ΠΠ°Π²Π΅Π΄Π΅Π½ΠΈΠ΅**: Π‘Π»Π΅Π³ΠΊΠ° ΡΠ²Π΅ΡΠ»Π΅Π΅ ΡΠΎΠ½\n- **ΠΠ°ΠΆΠ°ΡΠΎ/ΠΠΊΡΠΈΠ²Π½ΠΎ**: ΠΠΎΠ΄ΡΠ²Π΅ΡΠΊΠ° Π°ΠΊΡΠ΅Π½ΡΠ½ΡΠΌ ΡΠ²Π΅ΡΠΎΠΌ\n- **Π€ΠΎΠΊΡΡ**: ΠΡΠ°Π½ΠΈΡΠ° Π°ΠΊΡΠ΅Π½ΡΠ½ΠΎΠ³ΠΎ ΡΠ²Π΅ΡΠ°\n- **ΠΡΠΊΠ»ΡΡΠ΅Π½ΠΎ**: Π£ΠΌΠ΅Π½ΡΡΠ΅Π½Π½Π°Ρ Π½Π΅ΠΏΡΠΎΠ·ΡΠ°ΡΠ½ΠΎΡΡΡ, ΡΠ΅ΡΡΠΉ ΡΠ΅ΠΊΡΡ\n- **ΠΡΠ±ΡΠ°Π½ΠΎ**: Π€ΠΎΠ½ Π°ΠΊΡΠ΅Π½ΡΠ½ΠΎΠ³ΠΎ ΡΠ²Π΅ΡΠ°\n\n### ΠΠΊΠΎΠ½ΠΊΠΈ\n\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ SVG ΠΈΠΊΠΎΠ½ΠΊΠΈ Π΄Π»Ρ ΠΌΠ°ΡΡΡΠ°Π±ΠΈΡΡΠ΅ΠΌΠΎΡΡΠΈ\n- Π Π°Π·ΠΌΠ΅Ρ ΠΈΠΊΠΎΠ½ΠΎΠΊ: 16x16 (ΠΏΠ°Π½Π΅Π»Ρ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠ²), 24x24 (ΠΊΡΡΠΏΠ½ΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ)\n- ΠΠΎΠ½ΠΎΡ ΡΠΎΠΌΠ½ΡΠ΅ ΠΈΠΊΠΎΠ½ΠΊΠΈ Ρ Π°ΠΊΡΠ΅Π½ΡΠ½ΡΠΌ ΡΠ²Π΅ΡΠΎΠΌ Π΄Π»Ρ Π°ΠΊΡΠΈΠ²Π½ΠΎΠ³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ\n\n## Π‘ΡΡΡΠΊΡΡΡΠ° ΡΠ°ΠΉΠ»ΠΎΠ²\n\n```\neditor/\nβββ include/NovelMind/editor/\nβ βββ qt/ # Qt-ΡΠΏΠ΅ΡΠΈΡΠΈΡΠ½ΡΠ΅ ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ\nβ β βββ nm_main_window.hpp\nβ β βββ nm_dock_panel.hpp\nβ β βββ nm_style_manager.hpp\nβ β βββ qt_event_bus.hpp\nβ β βββ qt_selection_manager.hpp\nβ β βββ panels/\nβ β β βββ nm_scene_view_panel.hpp\nβ β β βββ nm_story_graph_panel.hpp\nβ β β βββ nm_inspector_panel.hpp\nβ β β βββ nm_console_panel.hpp\nβ β β βββ nm_asset_browser_panel.hpp\nβ β β βββ nm_hierarchy_panel.hpp\nβ β β βββ nm_timeline_panel.hpp\nβ β β βββ nm_curve_editor_panel.hpp\nβ β β βββ nm_voice_manager_panel.hpp\nβ β β βββ nm_localization_panel.hpp\nβ β β βββ nm_diagnostics_panel.hpp\nβ β β βββ nm_build_settings_panel.hpp\nβ β βββ widgets/\nβ β βββ nm_property_editor.hpp\nβ β βββ nm_graph_node_item.hpp\nβ β βββ nm_timeline_track.hpp\nβ β βββ nm_scene_id_picker.hpp\nβ βββ editor_app.hpp # ΠΡΠ½ΠΎΠ²Π½ΠΎΠ΅ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ (Π²Π΅ΡΡΠΈΡ Qt)\nβββ src/\nβ βββ qt/\nβ β βββ nm_main_window.cpp\nβ β βββ nm_dock_panel.cpp\nβ β βββ nm_style_manager.cpp\nβ β βββ qt_event_bus.cpp\nβ β βββ qt_selection_manager.cpp\nβ β βββ panels/\nβ β β βββ ... (ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ)\nβ β βββ widgets/\nβ β βββ ... (ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ Π²ΠΈΠ΄ΠΆΠ΅ΡΠΎΠ²)\nβ βββ main.cpp # Π’ΠΎΡΠΊΠ° Π²Ρ ΠΎΠ΄Π° ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΡ Qt\nβββ resources/\n βββ styles/\n β βββ dark_theme.qss\n βββ icons/\n βββ ... (SVG ΠΈΠΊΠΎΠ½ΠΊΠΈ)\n```\n\n## ΠΡΠΈΠ½ΡΠΈΠΏΡ ΠΌΠ°ΡΡΡΠ°Π±ΠΈΡΡΠ΅ΠΌΠΎΡΡΠΈ\n\n1. **Π Π΅Π³ΠΈΡΡΡΠ°ΡΠΈΡ ΠΏΠ°Π½Π΅Π»Π΅ΠΉ**: ΠΠ°Π½Π΅Π»ΠΈ ΡΠ΅Π³ΠΈΡΡΡΠΈΡΡΡΡΡΡ Ρ ΠΏΠΎΠΌΠΎΡΡΡ ΡΠ°Π±ΡΠΈΠΊΠΈ, ΡΡΠΎ ΠΏΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ Π½ΠΎΠ²ΡΠ΅ ΠΏΠ°Π½Π΅Π»ΠΈ Π±Π΅Π· ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΠΎΡΠ½ΠΎΠ²Π½ΠΎΠ³ΠΎ ΠΊΠΎΠ΄Π°.\n\n2. **Π‘ΠΎΠ±ΡΡΠΈΠΉΠ½ΠΎ-ΠΎΡΠΈΠ΅Π½ΡΠΈΡΠΎΠ²Π°Π½Π½Π°Ρ ΠΊΠΎΠΌΠΌΡΠ½ΠΈΠΊΠ°ΡΠΈΡ**: ΠΡΠ΅ ΠΏΠ°Π½Π΅Π»ΠΈ ΠΎΠ±ΡΠ°ΡΡΡΡ ΡΠ΅ΡΠ΅Π· ΡΠΈΠ½Ρ ΡΠΎΠ±ΡΡΠΈΠΉ, ΠΏΡΠ΅Π΄ΠΎΡΠ²ΡΠ°ΡΠ°Ρ ΡΠ΅ΡΠ½ΡΡ ΡΠ²ΡΠ·Ρ.\n\n3. **ΠΠ°ΡΡΠ΅ΡΠ½ ΠΊΠΎΠΌΠ°Π½Π΄Ρ**: ΠΡΠ΅ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΠΏΡΠΎΡ ΠΎΠ΄ΡΡ ΡΠ΅ΡΠ΅Π· ΡΠΈΡΡΠ΅ΠΌΡ ΠΎΡΠΌΠ΅Π½Ρ/ΠΏΠΎΠ²ΡΠΎΡΠ° Π² Π²ΠΈΠ΄Π΅ ΠΊΠΎΠΌΠ°Π½Π΄.\n\n4. **Π‘ΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅ Π½Π°ΡΡΡΠΎΠ΅ΠΊ**: ΠΡΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠ΅ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ ΡΠ΅ΡΠ΅Π· `QSettings`.\n\n5. **ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ° ΠΏΠ»Π°Π³ΠΈΠ½ΠΎΠ²** (ΠΡΠ΄ΡΡΠ΅Π΅): ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° Π·Π°Π³ΡΡΠΆΠ°Π΅ΠΌΡΡ ΠΏΠ»Π°Π³ΠΈΠ½ΠΎΠ² ΠΏΠ°Π½Π΅Π»Π΅ΠΉ.\n\n## ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Ρ ΡΠ΄ΡΠΎΠΌ Π΄Π²ΠΈΠΆΠΊΠ°\n\nΠ‘Π»ΠΎΠΉ GUI Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΡΠ΅Ρ Ρ ΡΡΡΠ΅ΡΡΠ²ΡΡΡΠΈΠΌ ΡΠ΄ΡΠΎΠΌ Π΄Π²ΠΈΠΆΠΊΠ° ΡΠ΅ΡΠ΅Π·:\n\n1. **SceneGraph**: ΠΡΡΠΌΠΎΠΉ Π΄ΠΎΡΡΡΠΏ ΠΊ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌ ΡΡΠ΅Π½Ρ Π΄Π»Ρ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΡ ΠΈ ΠΌΠ°Π½ΠΈΠΏΡΠ»ΠΈΡΠΎΠ²Π°Π½ΠΈΡ\n2. **VisualGraph (IR)**: ΠΠ°Π½Π½ΡΠ΅ ΡΠ·Π»ΠΎΠ² Π³ΡΠ°ΡΠ° ΠΈΡΡΠΎΡΠΈΠΈ\n3. **VFS**: ΠΠ°Π³ΡΡΠ·ΠΊΠ° ΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π°ΡΡΠ΅ΡΠ°ΠΌΠΈ\n4. **Logger**: ΠΡΠ²ΠΎΠ΄ ΠΊΠΎΠ½ΡΠΎΠ»ΠΈ\n5. **PropertySystem**: ΠΡΡΠ°ΠΆΠ΅Π½ΠΈΠ΅ ΡΠ²ΠΎΠΉΡΡΠ² ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n\nΠ‘ΡΡΠ΅ΡΡΠ²ΡΡΡΠΈΠ΅ Π±ΡΠΊΠ΅Π½Π΄-ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ (ΡΠΈΠ½Π° ΡΠΎΠ±ΡΡΠΈΠΉ, ΡΠΈΡΡΠ΅ΠΌΠ° Π²ΡΠ±ΠΎΡΠ° ΠΈ Ρ. Π΄.) ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ ΠΈ ΠΎΠ±Π΅ΡΠ½ΡΡΡ Qt-ΡΠΎΠ²ΠΌΠ΅ΡΡΠΈΠΌΡΠΌΠΈ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡΠ°ΠΌΠΈ.\n","numLines":614,"startLine":1,"totalLines":614}}} | |
| [2026-01-11T18:28:46.791Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-sonnet-4-5-20250929", | |
| "id": "msg_01GehPYK5oB4WPjAjputuyqh", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I can see that there's a brief mention of EventBus in the gui_architecture.md file, but no comprehensive architecture documentation. Let me now update my todos and create comprehensive EventBus architecture documentation." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 4, | |
| "cache_creation_input_tokens": 14247, | |
| "cache_read_input_tokens": 35406, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 14247, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 427, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "5507650e-d176-48f7-b1da-4d1442ecd97e", | |
| "uuid": "b99ca225-2650-48c3-a04d-f8062dc30ce0" | |
| } | |
| [2026-01-11T18:28:46.808Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-sonnet-4-5-20250929", | |
| "id": "msg_01GehPYK5oB4WPjAjputuyqh", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01UPFJvPyaEz9XRKXVUyvoUL", | |
| "name": "TodoWrite", | |
| "input": { | |
| "todos": [ | |
| { | |
| "content": "Explore codebase to understand EventBus system architecture", | |
| "activeForm": "Exploring codebase to understand EventBus system architecture", | |
| "status": "completed" | |
| }, | |
| { | |
| "content": "Search for existing EventBus-related documentation", | |
| "activeForm": "Searching for existing EventBus-related documentation", | |
| "status": "completed" | |
| }, | |
| { | |
| "content": "Analyze EventBus implementation and patterns", | |
| "activeForm": "Analyzing EventBus implementation and patterns", | |
| "status": "completed" | |
| }, | |
| { | |
| "content": "Create EventBus architecture documentation with diagrams", | |
| "activeForm": "Creating EventBus architecture documentation with diagrams", | |
| "status": "in_progress" | |
| }, | |
| { | |
| "content": "Add event flow diagrams", | |
| "activeForm": "Adding event flow diagrams", | |
| "status": "pending" | |
| }, | |
| { | |
| "content": "Document subscriber patterns and lifecycle", | |
| "activeForm": "Documenting subscriber patterns and lifecycle", | |
| "status": "pending" | |
| }, | |
| { | |
| "content": "Add best practices and dos/don'ts", | |
| "activeForm": "Adding best practices and dos/don'ts", | |
| "status": "pending" | |
| }, | |
| { | |
| "content": "Include code examples", | |
| "activeForm": "Including code examples", | |
| "status": "pending" | |
| }, | |
| { | |
| "content": "Review and finalize documentation", | |
| "activeForm": "Reviewing and finalizing documentation", | |
| "status": "pending" | |
| }, | |
| { | |
| "content": "Verify all acceptance criteria are met", | |
| "activeForm": "Verifying all acceptance criteria are met", | |
| "status": "pending" | |
| } | |
| ] | |
| } | |
| } | |
| ], | |
| "stop_reason": "tool_use", | |
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| "cache_read_input_tokens": 35406, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 14247, | |
| "ephemeral_1h_input_tokens": 0 | |
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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)\nβββ EditorEvent (base class for all events)\nβ βββ SelectionChangedEvent\nβ βββ PropertyChangedEvent\nβ βββ GraphNodeAddedEvent\nβ βββ ... (80+ event types)\nβββ EventSubscription (handle for managing subscriptions)\nβββ ScopedEventSubscription (RAII wrapper)\n\nQtEventBus (Qt wrapper)\nβββ Qt signals/slots integration\nβββ 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```\nβββββββββββββββ βββββββββββββββ\nβ Panel A β β Panel B β\nβ β β β\nβ User Action β β β\nβββββββ¬ββββββββ βββββββ²ββββββββ\n β β\n β publish(event) β\n β β\n ββββββββββββββββΊββββββββββββββββ β\n β EventBus β β\n β (Singleton) β β\n ββββββββββββββββ β\n β β\n β notify subscribers β\n ββββββββββββββββββββββββββββ\n```\n\n**Example**: User selects object in SceneView β Inspector updates properties\n\n### Pattern 2: Mediator Pattern (Coordinated Flow)\n\n```\nβββββββββββββββ βββββββββββββββ βββββββββββββββ\nβ Panel A β β Panel B β β Panel C β\nββββββββ¬βββββββ ββββββββ¬βββββββ ββββββββ²βββββββ\n β β β\n β publish(event1) β β\n β β β\n βββββββββββββββββββββΌβββββββββββββββββββββ€\n β β\n βββββββββββΌβββββββββ β\n β EventBus β β\n βββββββββββ¬βββββββββ β\n β β\n βββββββββββΌβββββββββ 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 βββββββββββ¬βββββββββ β\n β β\n β publish(event2) β\n β β\n ββββββββββββββββββββββ\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```\nβββββββββββββββββββ\nβ Qt Widget β\nβ (Qt Signals) β\nββββββββββ¬βββββββββ\n β Qt signal\n βΌ\nβββββββββββββββββββ\nβ connect() β\nβ Lambda/Slot β\nββββββββββ¬βββββββββ\n β\n β publish(event)\n βΌ\nβββββββββββββββββββ\nβ EventBus β\nββββββββββ¬βββββββββ\n β notify\n βΌ\nβββββββββββββββββββ\nβ Subscribers β\nβ (EventBus) β\nβββββββββββββββββββ\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: ββββββββββββββββββββββββββββββββββββββββββββββΊ\n\nEvents: E E E E E E E E E E\n β β β β β β β β β β\n ββββ΄ββ΄βββ΄βββββ΄ββ΄ββ΄ββ΄ββ΄ββββββββββ\n β\n ββββββββββββββββΌββββββββββββ\n β Debounce Timer (300ms) β\n ββββββββββββββββ¬ββββββββββββ\n β\n ββββββββββββΌβββββββββββ\n β Final Event Fired β\n βββββββββββββββββββββββ\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- β Call `publish()` from any thread\n- β Subscribe/unsubscribe from any thread\n- β Modify subscriptions during event handling\n- β Publish events from within event handlers (nested dispatch)\n\n**DON'T**:\n- β Hold locks while publishing events (deadlock risk)\n- β Assume event order across threads\n- β 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 β \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 β\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); // β 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; // β\n\n // Good: Copy the data\n std::string storedId = event.objectId; // β \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}); // β High frequency\n }\n\n // Good: Debounce\n m_textChangeTimer.start(500); // β Wait for typing pause\n ```\n\n5. **Don't Forget to Unsubscribe**\n ```cpp\n // Bad: Memory leak\n bus.subscribe(...); // β No cleanup\n\n // Good: Store and unsubscribe\n m_subscription = bus.subscribe(...); // β \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```\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\nβ Event Publishing Flow β\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\n\n Publisher EventBus Subscribers\n β β β\n β publish(event) β β\n βββββββββββββββββββββββββΊβ β\n β β β\n β β Lock mutex β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n β β β\n β β Increment dispatch depth β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n β β β\n β β Copy subscriber list β\n β βββββββββββ β\n β β β β\n β βββββββββββ 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 βββββββββββββββββββββββββββΊβ\n β β β handler(event)\n β β ββββββββββββ\n β β β β\n β β ββββββββββββ\n β β β\n β β Decrement dispatch depth β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n β β β\n β β Process pending ops β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n β β β\n β β Unlock mutex β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n ββββββββββββββββββββββββββ€ β\n β return β β\n β β β\n```\n\n### Diagram 2: Subscription Lifecycle\n\n```\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\nβ Subscription Lifecycle β\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\n\nβββββββββββββββ\nβ Created β\nβ (unsubscr.) β\nββββββββ¬βββββββ\n β\n β subscribe(handler)\n β\n βΌ\nβββββββββββββββ\nβ Active ββββββββββββββ\nβ (receiving) β β event published\nββββββββ¬βββββββ β\n β βΌ\n β βββββββββββββββ\n β β Handler β\n β β Executed β\n β βββββββββββββββ\n β\n β unsubscribe() or\n β ScopedEventSubscription destroyed\n β\n βΌ\nβββββββββββββββ\nβ Inactive β\nβ (cleanup) β\nβββββββββββββββ\n```\n\n### Diagram 3: Mediator Pattern Flow\n\n```\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\nβ Mediator Coordination β\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\n\nSceneView EventBus Mediator Inspector\n β β β β\n β User selects β β β\n β object β β β\n βββββββββββ β β β\n β β β β β\n βββββββββββ β β β\n β β β β\n β publish( β β β\n β SelectionEvent) β β β\n βββββββββββββββββββΊβ β β\n β β β β\n β β notify β β\n β βββββββββββββββββΊβ β\n β β β onSelection() β\n β β ββββββββββββ 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 ββββββββββββ β\n β β β β\n β β β publish( β\n β β β UpdateEvent) β\n β ββββββββββββββββββ€ β\n β β β β\n β β notify β β\n β ββββββββββββββββββββββββββββββββββΊβ\n β β β β\n β β β β update UI\n β β β ββββββββ\n β β β β β\n β β β ββββββββ\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)\nβββ EditorEvent (base class for all events)\nβ βββ SelectionChangedEvent\nβ βββ PropertyChangedEvent\nβ βββ GraphNodeAddedEvent\nβ βββ ... (80+ event types)\nβββ EventSubscription (handle for managing subscriptions)\nβββ ScopedEventSubscription (RAII wrapper)\n\nQtEventBus (Qt wrapper)\nβββ Qt signals/slots integration\nβββ 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```\nβββββββββββββββ βββββββββββββββ\nβ Panel A β β Panel B β\nβ β β β\nβ User Action β β β\nβββββββ¬ββββββββ βββββββ²ββββββββ\n β β\n β publish(event) β\n β β\n ββββββββββββββββΊββββββββββββββββ β\n β EventBus β β\n β (Singleton) β β\n ββββββββββββββββ β\n β β\n β notify subscribers β\n ββββββββββββββββββββββββββββ\n```\n\n**Example**: User selects object in SceneView β Inspector updates properties\n\n### Pattern 2: Mediator Pattern (Coordinated Flow)\n\n```\nβββββββββββββββ βββββββββββββββ βββββββββββββββ\nβ Panel A β β Panel B β β Panel C β\nββββββββ¬βββββββ ββββββββ¬βββββββ ββββββββ²βββββββ\n β β β\n β publish(event1) β β\n β β β\n βββββββββββββββββββββΌβββββββββββββββββββββ€\n β β\n βββββββββββΌβββββββββ β\n β EventBus β β\n βββββββββββ¬βββββββββ β\n β β\n βββββββββββΌβββββββββ 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 βββββββββββ¬βββββββββ β\n β β\n β publish(event2) β\n β β\n ββββββββββββββββββββββ\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```\nβββββββββββββββββββ\nβ Qt Widget β\nβ (Qt Signals) β\nββββββββββ¬βββββββββ\n β Qt signal\n βΌ\nβββββββββββββββββββ\nβ connect() β\nβ Lambda/Slot β\nββββββββββ¬βββββββββ\n β\n β publish(event)\n βΌ\nβββββββββββββββββββ\nβ EventBus β\nββββββββββ¬βββββββββ\n β notify\n βΌ\nβββββββββββββββββββ\nβ Subscribers β\nβ (EventBus) β\nβββββββββββββββββββ\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: ββββββββββββββββββββββββββββββββββββββββββββββΊ\n\nEvents: E E E E E E E E E E\n β β β β β β β β β β\n ββββ΄ββ΄βββ΄βββββ΄ββ΄ββ΄ββ΄ββ΄ββββββββββ\n β\n ββββββββββββββββΌββββββββββββ\n β Debounce Timer (300ms) β\n ββββββββββββββββ¬ββββββββββββ\n β\n ββββββββββββΌβββββββββββ\n β Final Event Fired β\n βββββββββββββββββββββββ\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- β Call `publish()` from any thread\n- β Subscribe/unsubscribe from any thread\n- β Modify subscriptions during event handling\n- β Publish events from within event handlers (nested dispatch)\n\n**DON'T**:\n- β Hold locks while publishing events (deadlock risk)\n- β Assume event order across threads\n- β 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 β \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 β\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); // β 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; // β\n\n // Good: Copy the data\n std::string storedId = event.objectId; // β \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}); // β High frequency\n }\n\n // Good: Debounce\n m_textChangeTimer.start(500); // β Wait for typing pause\n ```\n\n5. **Don't Forget to Unsubscribe**\n ```cpp\n // Bad: Memory leak\n bus.subscribe(...); // β No cleanup\n\n // Good: Store and unsubscribe\n m_subscription = bus.subscribe(...); // β \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```\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\nβ Event Publishing Flow β\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\n\n Publisher EventBus Subscribers\n β β β\n β publish(event) β β\n βββββββββββββββββββββββββΊβ β\n β β β\n β β Lock mutex β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n β β β\n β β Increment dispatch depth β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n β β β\n β β Copy subscriber list β\n β βββββββββββ β\n β β β β\n β βββββββββββ 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 βββββββββββββββββββββββββββΊβ\n β β β handler(event)\n β β ββββββββββββ\n β β β β\n β β ββββββββββββ\n β β β\n β β Decrement dispatch depth β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n β β β\n β β Process pending ops β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n β β β\n β β Unlock mutex β\n β βββββββββββ β\n β β β β\n β βββββββββββ β\n ββββββββββββββββββββββββββ€ β\n β return β β\n β β β\n```\n\n### Diagram 2: Subscription Lifecycle\n\n```\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\nβ Subscription Lifecycle β\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\n\nβββββββββββββββ\nβ Created β\nβ (unsubscr.) β\nββββββββ¬βββββββ\n β\n β subscribe(handler)\n β\n βΌ\nβββββββββββββββ\nβ Active ββββββββββββββ\nβ (receiving) β β event published\nββββββββ¬βββββββ β\n β βΌ\n β βββββββββββββββ\n β β Handler β\n β β Executed β\n β βββββββββββββββ\n β\n β unsubscribe() or\n β ScopedEventSubscription destroyed\n β\n βΌ\nβββββββββββββββ\nβ Inactive β\nβ (cleanup) β\nβββββββββββββββ\n```\n\n### Diagram 3: Mediator Pattern Flow\n\n```\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\nβ Mediator Coordination β\nββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ\n\nSceneView EventBus Mediator Inspector\n β β β β\n β User selects β β β\n β object β β β\n βββββββββββ β β β\n β β β β β\n βββββββββββ β β β\n β β β β\n β publish( β β β\n β SelectionEvent) β β β\n βββββββββββββββββββΊβ β β\n β β β β\n β β notify β β\n β βββββββββββββββββΊβ β\n β β β onSelection() β\n β β ββββββββββββ 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 ββββββββββββ β\n β β β β\n β β β publish( β\n β β β UpdateEvent) β\n β ββββββββββββββββββ€ β\n β β β β\n β β notify β β\n β ββββββββββββββββββββββββββββββββββΊβ\n β β β β\n β β β β update UI\n β β β ββββββββ\n β β β β β\n β β β ββββββββ\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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| "stdout": "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## β Issue #527 Resolution Complete\n\nI have successfully created comprehensive EventBus architecture documentation for the NovelMind editor. Here's what was accomplished:\n\n### π Documentation Created\n\n**File**: `docs/eventbus_architecture.md` (1,260 lines)\n\n### π All Acceptance Criteria Met\n\nβ **Architecture document created**\n- Comprehensive overview of EventBus system\n- Core architecture with class hierarchy\n- Event type system (80+ event types documented)\n\nβ **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\nβ **Examples provided**\n- 10+ code examples from the actual codebase\n- Real mediator implementations\n- Panel integration examples\n- Unit test examples\n\n### π 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### π 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### π― Status\n\n- β Documentation created and committed\n- β Pull request updated and marked as ready for review\n- β CI checks queued (documentation-only change, should pass)\n- β 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## β Issue #527 Resolution Complete\n\nI have successfully created comprehensive EventBus architecture documentation for the NovelMind editor. Here's what was accomplished:\n\n### π Documentation Created\n\n**File**: `docs/eventbus_architecture.md` (1,260 lines)\n\n### π All Acceptance Criteria Met\n\nβ **Architecture document created**\n- Comprehensive overview of EventBus system\n- Core architecture with class hierarchy\n- Event type system (80+ event types documented)\n\nβ **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\nβ **Examples provided**\n- 10+ code examples from the actual codebase\n- Real mediator implementations\n- Panel integration examples\n- Unit test examples\n\n### π 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### π 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### π― Status\n\n- β Documentation created and committed\n- β Pull request updated and marked as ready for review\n- β CI checks queued (documentation-only change, should pass)\n- β 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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| [2026-01-11T18:34:02.484Z] [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 | |
| [2026-01-11T18:34:02.484Z] [INFO] Cache read: 2 395 986 tokens Γ $0.3/M = $0.718796 | |
| [2026-01-11T18:34:02.484Z] [INFO] Output: 17 471 tokens Γ $15/M = $0.262065 | |
| [2026-01-11T18:34:02.485Z] [INFO] βββββββββββββββββββββββββββββββββ | |
| [2026-01-11T18:34:02.485Z] [INFO] Total: $1.400930 | |
| [2026-01-11T18:34:02.485Z] [INFO] | |
| π° 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] | |
| π‘ 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] | |
| π Checking for uncommitted changes... | |
| [2026-01-11T18:34:02.539Z] [INFO] β No uncommitted changes found | |
| [2026-01-11T18:34:02.590Z] [INFO] π 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] π¦ Committed: CLAUDE.md revert | |
| [2026-01-11T18:34:03.496Z] [INFO] π€ Pushed: CLAUDE.md revert to GitHub | |
| [2026-01-11T18:34:03.497Z] [INFO] | |
| === Session Summary === | |
| [2026-01-11T18:34:03.498Z] [INFO] β Session ID: 5507650e-d176-48f7-b1da-4d1442ecd97e | |
| [2026-01-11T18:34:03.498Z] [INFO] β 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] π‘ 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] | |
| π Searching for created pull requests or comments... | |
| [2026-01-11T18:34:03.820Z] [INFO] | |
| π Checking for pull requests from branch issue-527-593563bfe30b... | |
| [2026-01-11T18:34:04.218Z] [INFO] β Found pull request #682: "[DOC] Add comprehensive EventBus architecture documentation" | |
| [2026-01-11T18:34:04.568Z] [INFO] β PR body already contains issue reference | |
| [2026-01-11T18:34:04.568Z] [INFO] β PR is already ready for review | |
| [2026-01-11T18:34:04.568Z] [INFO] | |
| π Uploading solution draft log to Pull Request... | |
| [2026-01-11T18:34:04.636Z] [INFO] π° Calculated cost: $1.400930 |
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