Commit Graph

228 Commits

Author SHA1 Message Date
David Montero Crespo 24d25966a8 feat(canvas): iman de zocalo — una placa se posa sobre un shield que la acepta
Como el iman de la breadboard pero para PLACAS: un componente puede declarar en
su elemento (estilo regla 6a, igual que pinInfo) que lleva un zocalo:

    get boardSocket(): { anchorPin, accepts }

y una placa cuyo boardKind case con accepts, arrastrada cerca, se posa de golpe
con su pad anchorPin sobre el homonimo del zocalo. Un solo ancla basta porque
ambas rejillas comparten paso — esa es la gracia de un zocalo. Arrastrarla mas
alla de la tolerancia la suelta, sin estado que recordar.

Enganchado en los dos caminos de arrastre de placas (raton y tactil). El
overlay privado declara el zocalo sin que este repo sepa que existe.
2026-07-27 17:36:52 +02:00
David Montero Crespo a13eb3e7e2 fix(adc,examples): mapa ADC por chip, entradas flotantes y una auditoria de la galeria
Tres cosas que salieron al tirar del hilo de los pull-ups.

1) ESP32_ADC_PIN_MAP era la tabla del ESP32 CLASICO aplicada a toda la familia, y
   fallaba de dos maneras:
     - S3: sus pines ADC son GPIO1..20, ninguno esta en esa tabla, asi que la
       busqueda devolvia undefined y el listener del potenciometro no llegaba a
       engancharse. El mando no hacia nada.
     - C3/C6: GPIO0 SI esta en la tabla clasica, como ADC2_CH1 -> canal 9. Pero en
       esos chips GPIO0 es ADC1_CH0 y sus motores toman un indice de canal de ADC1
       (0..4). El valor se empujaba al canal 9, fuera de rango, descartado en
       silencio mientras el firmware leia el 0. Una respuesta equivocada en vez de
       ninguna, que es peor.
   adcPinMapFor(boardKind) devuelve la tabla del chip.

2) El ejemplo de las gafas OLED en MicroPython declaraba sus botones con Pin.IN a
   secas. Van entre 3V3 y el pin, asi que sin pull-down el pin queda FLOTANDO con
   el boton abierto. El propio ejemplo ya lo avisaba en un comentario ("Add
   Pin.PULL_DOWN if the pin floats") — ahora lo hace. Es un fallo de hardware de
   verdad, no un artefacto del emulador.

3) gallery-run-gate.audit.test.ts: EditorToolbar bloquea el Run cuando el
   verificador de circuito saca errores, asi que un circuito invalido no es
   cosmetico, es la diferencia entre un ejemplo que arranca y uno que parece
   muerto. Y esos defectos se esconden hasta que el circuito resuelve DE PUNTA A
   PUNTA: c3-button llevaba un LED de 506 mA que nadie veia porque sus cables
   apuntaban a pines inexistentes.

   El test reproduce la puerta del Run tal cual (mismo snapshot de peor caso,
   mismo buildInputFromStore, mismo verifyCircuit, ngspice de verdad) sobre los
   227 ejemplos. Encontro tres mas sin resistencia en serie —nano-button-led,
   mega-led-chase y mega-serial-control, 17 LEDs en total— y ahora quedan 0.
   A partir de aqui, un ejemplo nuevo con un LED colgado del GPIO salta en CI.
2026-07-27 05:01:49 +02:00
David Montero Crespo 715e93c610 fix(esp32): el boton activo a nivel bajo — que lo decida el circuito, no una constante
El canvas reenviaba la pulsacion de un pulsador cableado como
sendPinEvent(gpio, true), o sea "pulsado = ALTO". Para el idiom canonico de
Arduino — pin -> pulsador -> GND con INPUT_PULLUP, activo a nivel BAJO, que usan
13 de los 18 ejemplos con entrada de usuario — eso esta al reves: pulsar conducia
el pin a su nivel de REPOSO y soltarlo al ACTIVO. Ademas escribia directamente en
el latch de entrada del emulador por detras de connectDigitalInputsToMcu,
desincronizando la cache lastLevel de la que ese fichero se declara unico
escritor. La victima visible era esp32-doom: cuatro botones que hacian lo
contrario de lo que pulsabas.

No lo sustituyo por la polaridad opuesta, que seria la misma adivinanza al reves:
cuando el simulador resuelve entradas por el circuito (spiceDrivenInputs), el
nivel sale del propio cableado. El INPUT_PULLUP del guest se reporta ahora como
gpio_pull, estampa una resistencia de 45k al riel de 3V3, y cerrar el pulsador
cortocircuita el nodo contra la pata que tenga al otro lado. Sale bien tanto para
un boton a GND como para uno a 3V3, sin que nadie asuma nada. El atajo se queda
solo para simuladores que se salgan del modelo electrico.

Aparte, dos arreglos de cableado:

  - boardPinToNumber devuelve -1 (no null) para pines de alimentacion y masa, y
    la guarda comprobaba `=== null`. Asi que la pata de GND de cada boton colaba
    y registraba un SEGUNDO par de listeners apuntando al pin -1.

  - c3-button y pico-button-led cableaban sus pulsadores a los pines '1a' y '1b',
    que NO EXISTEN: el wokwi-pushbutton expone 1.l, 2.l, 1.r y 2.r. Esos dos
    cables llevaban colgando desde siempre, asi que esos botones no han
    funcionado nunca. Pasan a 1.l / 2.l, como el resto de ejemplos.
2026-07-26 23:31:47 +02:00
David Montero Crespo 0f68037c35 feat(canvas): fuera el minimapa
Se anclaba a la esquina inferior derecha del lienzo y tapaba una parte del area
util del circuito, que es justo donde se trabaja. Quien pana y hace zoom no lo
necesitaba para orientarse, asi que se retira entero en vez de esconderlo tras
un interruptor mas.

Se van el componente y su CSS (no los usaba nadie mas) y la linea del listado de
novedades que lo anunciaba, que ya no seria cierta.
2026-07-26 00:59:58 +02:00
David Montero Crespo fd6829f645 merge: master (produccion) dentro de v3.2
Las dos ramas habian divergido: master llevaba el modo lenguaje ESP-IDF puro
(#139) y v3.2 la ruta de compilacion IDF v5.5 para toda la familia ESP32 mas
los arreglos de venv/toolchain. Ambas tocaban espidf_compiler.py.

Los dos lados son ejes ORTOGONALES y se conservan enteros:

  - use_idf5 / arduino_mode (v3.2): que arbol IDF usa el build (5.5 vs 4.4) y
    si cabe Arduino-como-componente.
  - pure_idf (master): el modo LENGUAJE que elige el usuario; sus ficheros son
    las fuentes del componente main con su propio app_main().

Resolucion:
  - _build_env acepta los tres. Un build IDF puro fuerza arduino_mode a falso:
    la plantilla CMake mete el componente arduino-esp32 en cuanto existe
    ARDUINO_ESP32_PATH, asi que dejarlo puesto compilaba el core de Arduino en
    un build que no tiene sketch. Lo cazaron los tests de master.
  - VELXIO_PURE_SKETCH solo con pure_idf, nunca con arduino_mode a falso a
    secas: un target sin core arduino-esp32 sigue entregando un SKETCH al
    traductor legacy y no debe tomar la rama del glob puro.
  - La identidad del build-dir suma los dos tokens (|idf:N|ard:N y |lang:pure):
    ningun par de esas combinaciones puede compartir un build/ configurado.
  - La cadena de escritura de fuentes queda pure_idf -> arduino_mode -> legacy.
  - sdkconfig: render de v3.2 (con target/use_idf5) mas el filtrado de simbolos
    CONFIG_ARDUINO* de master cuando el build es puro.

test/backend/unit/test_espidf_compiler.py: los 7 tests que ya estaban rotos en
v3.2 (AttributeError: idf5_path, fixture sin actualizar desde que se anadio la
seleccion de IDF) vuelven a pasar.

Verificado: backend 293 pasan / 0 fallan (v3.2 traia 7 rotos); frontend 2268
pasan / 0 fallan en los dos shards.
2026-07-25 21:52:00 +02:00
David Montero Crespo 116afcab98 feat(sensors): runtime seam for overlay-registered sensor controls
registerSensorControls() lets a private build add SensorControlDef entries for
sensors it ships outside the OSS tree (e.g. the DFRobot Gravity analog family)
so they get the live slider panel; every SENSOR_CONTROLS lookup now goes
through getSensorControl(id) which falls back to the registered map. Dead code
in a pure OSS build, same contract as proBoardRegistry / registerComponentDoc.
2026-07-23 21:32:14 +02:00
David Montero Crespo 78f5f5ebc3 feat(proBoardRegistry): attachBuiltins — overlay-owned built-in peripheral wiring
Boards with built-in hardware (LCD on the element's own canvas, speaker,
on-board buttons/keyboard) need run-time wiring between the DOM element and
the board's simulator shim / ESP32 bridge. One generic SimulatorCanvas effect
now hands those handles to the overlay's attachBuiltins shortly after run
start and runs its cleanup on stop — no board names in the OSS tree.
2026-07-22 22:33:46 +02:00
David Montero Crespo 32958640a3 feat(boards): runtime board-registration seam for private overlays
registerProBoards() lets a hosted overlay ship boards outside the OSS tree as
data-only definitions: registration patches the exported BoardKind maps
(labels / FQBN / MicroPython) so every existing read site keeps working, and
the sites a map can't cover consult the registry — canvas render (custom
element or overlay render fn), BOARD_SIZE, pin-name mapping, picker list +
descriptions + tag, ESP32 family routing, in-browser simulator construction
and firmware load (structural ProBoardSimulator contract, duck-typed PIO
attach/detach), built-in bridge sensors, and a CS-gated built-in microSD
(sdCsPin -> sd_card.cs_pin worker config). Esp32Bridge additionally gains the
esp32-c6 machine type + TX pin (public chip knowledge — the C6 compile path
already ships) and a generic sendKey() for built-in matrix keyboards.
registerProExamples() appends gallery examples at runtime; the board ONLINE
ads recompute at render so registration hides them. OSS behavior without an
overlay is unchanged — the registry is dead code, same as the other seams.
2026-07-22 21:21:21 +02:00
David Montero Crespo 9c26174c93 fix(sim): clean restart on Run after agent + display body occludes crossing wires
Two issues from a real ESP32 7-segment clock the agent built.

Run after the agent didn't work until a page reload
---------------------------------------------------
The agent's run_simulation leaves the ESP32 board RUNNING (live QEMU
WebSocket). Esp32Bridge.connect() is a no-op while the socket is non-CLOSED,
so the user's subsequent Run click called startBoard() → connect() → did
NOTHING. And if the backend QEMU session had since died while the frontend
socket lingered (CONNECTING/OPEN/CLOSING), the user saw a dead sim that only
a reload cleared — exactly the "di Run y no funcionó; recargué y sí" report.
The Arduino/C++ QEMU path now stops a running board first (closing the WS),
waits for it to settle, then boots fresh — the MicroPython path already did
this for the same reason.

Wires painted over the 7-segment digits
----------------------------------------
The agent bridges each segment strip to its resistor from a breadboard hole
that is physically UNDER the seated display; on the flat canvas those wires
(wire layer z 35) painted over the digits (component z 1) — "casi ni se ven
los dígitos". A large-bodied display seated on a breadboard now renders
ABOVE the wire layer, so its face occludes the wires crossing it exactly as
the real part's body would (the wire passes behind it to reach the hole).
Scoped to display bodies (7segment, matrix, oled, lcd, ili9341, led-ring…)
and only when actually seated; thin parts and free-floating displays are
untouched. The pin overlay + seated-pin markers share the display's stacking
group, so they rise with it and wiring still works.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 06:46:57 +02:00
David Montero Crespo d726139946 feat(breadboard): one-hole-one-wire selection rules + jumper colors
Fixes the reported breadboard wiring UX ("requerimos un vocabulario"):

Vocabulary implemented (breadboardOccupancy.ts, pure + unit-tested):
  - 1 hole = 1 wire. A hole already holding a visible wire can't start a
    new one — clicking it SELECTS that wire. This is the core fix: wires
    running hole-to-hole across the board were impossible to select
    because the pin overlays swallowed every click and silently started a
    new wire (so the top horizontal rail wire was un-deletable).
  - Same 5-hole strip / rail = one net. When a new wire end lands in an
    occupied hole (a seated leg or another wire), it shifts to the
    NEAREST FREE hole of the same group — electrically identical, the
    real-world "bridge to the next hole in the row". Never crosses strips.

Two selection bugs behind the symptom:
  - Click on a wire lying over the breadboard BODY now selects the wire
    instead of opening the breadboard's 830-hole property dialog (that
    list popping over everything was the "se sobrepone la lista de todos
    los puntos" report). Guarded so the bubbled canvas click doesn't
    re-toggle the fresh selection.
  - Click on a hole occupied by a wire selects the wire (handlePinClick),
    so wires anchored in holes are reachable at all.

Jumper colors (like a real kit — a board of identical green wires is
unreadable, "se ven todos verdes"):
  - Power-rail holes mandate red (tp./bp. = +) / black (tn./bn. = −).
  - Other breadboard holes get a random jumper-palette color on manual
    draw; red and black are reserved for rails.
  - jumperColorForId gives agent/deterministic callers a stable per-wire
    color across reloads.

Tests: breadboard-occupancy.test.ts (12) — findWireAtHole (skips seating
wires, topmost wins), resolveFreeHole (same-strip shift, no cross-strip,
rail shift, passthrough), color policy (rails, palette determinism,
red/black reserved).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 05:49:23 +02:00
David Montero Crespo 701042fa22 fix(perf): un-freeze the editor during fast-toggling simulations (ESP32 clock)
Running a multiplexed 4-digit 7-segment clock on ESP32/QEMU froze the
browser for minutes after Run — evaluate probes waited 40-90 s, and before
the first fixes the sim WebSocket eventually died (code 1006) with the page
never recovering. CPU-profiled on staging; four compounding per-GPIO-edge
costs, in profile order:

updateComponentState minted a new components array per edge
------------------------------------------------------------
The store setter rebuilt `components` (and one properties object) on EVERY
edge even when the state didn't change. The breadboard is direct-wired to
13 board pins, so segment toggles produced thousands of store sets per
second; every subscriber re-rendered each time, and the canvas subscription
effect (deps: [components, ...]) re-subscribed all pin listeners in a loop.
Now a no-op guard returns prevState unchanged, and breadboards are treated
as self-managed (they have no visual on/off state to echo).

CompilationConsole re-rendered every log line per editor render
----------------------------------------------------------------
The post-compile console holds hundreds of lines; each render called
Date.toLocaleTimeString per line (~0.2 ms each — it builds a fresh Intl
formatter every call). Profile: 162 s of self time in LogLine over a 337 s
window, in ~150 ms tasks. LogLine is now memoized (entries are immutable),
timestamps go through one shared Intl.DateTimeFormat, and the console
itself is React.memo'd against parent re-renders.

Per-edge full SPICE re-solves
------------------------------
PinManager requested a FULL netlist rebuild+solve on every 'mcu' edge.
Now only the edge that newly classifies a pin as MCU-output triggers the
rebuild (that's what emits the pin's V-source); steady-state updates flow
through connectMcuEdgesToService's per-pin coalesced alterSource path.
The start.ts resolve hook is trailing-throttled (33 ms) for the other
per-edge callers (RP2040, custom chips), the service's pending-edge queue
drains on a 33 ms gap timer instead of replaying back-to-back, and new
edges arriving inside the gap queue instead of soloing a solve.
STM32 / Pi reverse pin-name mappings added to connectMcuEdgesToService so
those boards keep fine-grained updates now that the full-tick storm is
gone (PA0/PC13-style and GPIO-style names never matched before).

wokwi-7segment re-rendered per segment write
---------------------------------------------
element.values now flushes at most every 8 ms per display (trailing write
guaranteed), instead of re-rendering the 32-shape SVG per edge.

Also: CLN (colon) pin support for 7-segment clock faces — wired CLN now
drives colon/colonValue in both the attachEvents path and the QEMU
onPinStateChange path; it was silently ignored, so clock colons never lit.

Verified on staging with the failing project: main-thread probes drop from
40-90 s waits (324 long tasks, 52.6 s blocked in 150 s) to 5-11 ms
(2 long tasks, 179 ms), display shows 12:00 with the colon blinking at
1 Hz from the first seconds after Run.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 01:15:59 +02:00
David Montero Crespo 651161559a feat(wires): avoid other wires + live routed preview + system-owned shapes
Extends the existing component-avoiding A* (wireAutoRoute.ts) into the full
auto-router the canvas was missing. Three pieces:

Wire avoidance with soft costs
------------------------------
Component bodies stay hard-blocked, but wires get graded costs: running
parallel on top of another wire (within an 8px corridor) is charged per px,
a perpendicular crossing costs a small fixed amount, and bends keep their
existing penalty. Crossings must stay possible — hard-blocking wires makes
dense boards unroutable and everything would degrade to the default elbow.

The compressed grid gains "corridor" coordinates 8px to each side of every
wire segment, so the router actually has a lane to run BESIDE a wire; that
is also what lays multi-wire runs out as a tidy side-by-side bus, since
each new wire routes seeing the previous ones. Wires sharing an endpoint
with the route are exempt (wires meeting on a pin must touch there), and
only wires within 120px of the route's bbox participate, keeping the grid
under the coordinate cap on dense canvases.

autoRouted: the system owns the shape until the user takes it
-------------------------------------------------------------
New Wire flag, set by pin-to-pin creation and by agent add_wire. Every
shape-editing gesture (segment drag, waypoint drag, waypoint insert — five
call sites) clears it: from that moment the wire is hand-authored and is
NEVER re-shaped, exactly where the user put it. Wires from older projects
have no flag and are treated as hand-authored.

recalculateAllWirePositions re-routes flagged wires after endpoints move
(component drag end, agent batches, mount settle — never per drag frame).
This is also what routes agent wires at all: they are created before their
elements mount and before pin coords are final, so creation-time routing
is impossible; the settle-timer recalc routes them once geometry is real.

Live routed preview
-------------------
updateWireInProgress routes start->cursor (throttled to 40ms) and the
preview renders that path, so the wire dodges components and wires AS THE
MOUSE MOVES instead of snapping into shape on the final click. Hand-guided
previews (user-placed waypoints) keep the classic path untouched.

Verified in the live app: an agent-built breadboard circuit shows 0 wire
overlap px and 0 body crossings across all wires, and a hand-started wire
aimed collinear with an existing run previews 21px beside it, overlap 0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 20:08:25 +02:00
David Montero Crespo 3ac00ae5ff fix(trace): recognise runtime boards and same-hole junctions in pin tracing
An ESP32 clock built by the agent stayed dark while QEMU was verifiably
emitting hundreds of GPIO edges per second (437/pin measured on the live
websocket). Reload did not help — this was not the seating race. Two
independent tracing bugs, reproduced from the real project circuit (fixture
included) and each sufficient to kill the display:

Boards added at runtime were invisible
--------------------------------------
isBoardComponent matches static id prefixes ('arduino-uno', ...), which only
covers the default board. Every board added at runtime gets a minted UUID id
— the agent's add_board always does — so traceDetailed treated the board
endpoint as an unknown component and resolved null, and SimulatorCanvas's
direct-wire subscription path skipped it entirely. Every Uno project happened
to work because they reuse the default board whose instance id IS the literal
'arduino-uno'. Both sites now consult the live boards list first, keeping
isBoardComponent as the legacy-id fallback.

Strip walking missed wires stacked on one hole
----------------------------------------------
The breadboard group walk continued the trace from every OTHER wired hole of
the strip, excluding the arrival hole by name. But two wires may legitimately
share one hole — the agent bridges strips straight into the seat hole (8 of
this circuit's 9 bridges land exactly on a resistor's own hole), which is
electrically identical to using a free hole of the strip. The name exclusion
made those junctions dead ends. Exclusion is now by incoming WIRE id, so
same-hole connections resolve; the depth bound already prevents ping-ponging
between two wires of one net.

With both fixes the exact saved circuit resolves every display pin to its
GPIO (A..DP -> 32,33,25,26,27,14,12,13; DIG1..4 -> 15,2,4,5; COM -> GND) and
the live project now shows 12:00 on the real QEMU simulation. traceDetailed
is exported for the regression test, which drives the real store with the
real circuit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 18:46:23 +02:00
David Montero Crespo d612c3bae7 feat(breadboard): green dots on pins plugged into a breadboard
Seating is otherwise invisible — a seated pin connects to its hole through a
zero-length `bb` wire that never renders — so a user couldn't tell a part
that merely sits ON the board from one whose pins are actually connected.
This was reported after placing parts that looked seated but gave no signal
they were wired in.

SeatedPinMarkers draws a small always-on green dot (Wokwi-style) on each pin
that has a `bb` wire, derived once per render from the store's wires
(component pin = wire start). Non-interactive layer below the wire-target
hit boxes; only breadboard-seated pins light up, so board-wired builtins stay
unmarked — exactly the "seated vs connected" distinction that was missing.

The per-pin rotation math (rotate about the wrapper centre, which the overlay
layers live outside of) is extracted from PinOverlay into a shared
`rotatePinLocal`, so the dots and the wire-target boxes can never drift apart
under rotation. A test asserts rotatePinLocal agrees with calculatePinPosition
at 0/90/180/270°.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-20 04:48:16 +02:00
David Montero Crespo 66c6c7d813 feat(breadboard): hover-gated labels + full-footprint seating solver
Three changes, all driven by a real project where a 4-digit 7-segment clock
was unreadable and half its parts were not actually seated.

Labels on hover only
--------------------
Eight vertical resistors at 19 px pitch rendered eight 93 px "Resistor 220 Ω"
labels on top of each other, hiding the parts and the breadboard holes; the
SPICE overlay added ~40 more `0uV` pills. Both are now revealed on hover:
hovering a part also lights up the voltages of every wire touching it.

The label is hidden with OPACITY and stays in flow. pinPositionCalculator
derives the rotation pivot from wrapper.offsetHeight, so taking it out of
flow would move the pins of every rotated component in every saved project.

Seat-on-drop
------------
The drag-time magnet only aligned the anchor pin and assumed the rest
followed, which is how parts ended up HALF-seated: some pins in holes, the
rest dead in the air. It looks mounted in a screenshot and silently breaks
the circuit. On release we now re-solve properly — nearest position where
EVERY pin is in a free hole, sliding past occupied columns — via the new
solvePlacement/seatOnDrop. Geometry comes from the element's own pinInfo,
so there is no part whitelist.

Sub-pitch translation
---------------------
solvePlacement first assigned pins to holes at half-pitch, then translates
by the centroid of the residuals before judging fit. Pinning the anchor dead
centre refused every off-lattice footprint: a diode spans 7.5 pitches, so
one leg landed 4.8 px out. Shifted 2.4 px, BOTH legs sit inside tolerance —
what bending the leads does on a real board. Measured over the catalog this
takes seatable parts from 87 to 125 of 152; diodes, transistors, regulators,
optocouplers and flip-flops are rescued with no artwork change.

Staying under SEAT_TOLERANCE (< half pitch) keeps each pin's nearest hole
unambiguous, so computeSeating resolves the same holes and the netlist is
unaffected by the small offset.

Also: refuse a placement that would put two of a part's own pins in one
strip. A column strip — and far worse, a power rail — is a single net, so
such a seating shorts the part to itself. Without it a 7-segment happily
lays its pins across a rail. And deduplicate pin names before solving:
calculatePinPosition resolves by name and returns the first match, so a
board carrying GND x5 collided with itself and was refused outright.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-19 05:28:40 +02:00
David Montero aab5e1be08 feat(canvas): resistors default to vertical on add
Every resistor variant ('resistor' + 'resistor-<value>') now lands on
the canvas rotated 90 degrees: reads better, takes less horizontal
space, and drops straight into breadboard columns. Explicit rotations
in metadata defaults are respected. The breadboard auto-vertical drag
check widens from the two-entry set to the same prefix predicate, so
preconfigured variants (resistor-330 etc.) rotate on the board too.
2026-07-18 18:02:41 +02:00
David Montero f98c3268fa feat(breadboard): Wokwi-style parts-on-breadboard — hole snapping + invisible seating wires
Parts now plug INTO the breadboard instead of using it as a junction box:

- Drag magnetism: while dragging, the part's anchor pin snaps to the
  nearest hole center (9 px range, 9.6 px grid) so parts land perfectly
  aligned, like Wokwi.
- Seating: every pin within 4 px of a hole gets an invisible zero-length
  wire (Wire.bb) from pin to hole — the exact model Wokwi persists as
  ["r1:1","bb1:6t.b","",["$bb"]]. Electrically they are ordinary
  wires, so the netlist builder, digital trace and SPICE need zero
  changes; they are simply not rendered and not hit-testable. Seating
  re-computes on every move/rotation (updateComponent), and moving the
  breadboard carries its seated parts along.
- Resistors auto-rotate to vertical when dragged over a breadboard
  (their 58.8 px pin span bridges the center trench rows b-f exactly).
- Seat tolerance 4 px: absorbs the worst element pin-spacing residual
  (~1.6 px) while staying under half the hole pitch, so a pin is never
  ambiguous between holes.

Wokwi interchange fixes that fell out of the diagram.json research:
- import maps the top-level rotate attr onto properties.rotation
  (previously every rotated part imported flat) and export emits it
  back as rotate instead of leaking it into attrs;
- $bb / empty-color connections import as bb seating wires and export
  back as ["$bb"] entries, so parts-on-breadboard projects round-trip;
- wokwi-breadboard-half aliases to the full breadboard (hole names are
  a strict superset, so every connection stays valid).

Breadboard elements now export their pure hole grids and import cleanly
without a DOM (node tests); geometry + store seating covered by
breadboard-snap.test.ts and breadboard-seating.test.ts.
2026-07-18 08:47:25 +02:00
David Montero abbbbad559 feat(wires): fuse sub-pixel jogs + snap segment drags to the wire's own runs
Hand-aligning a dragged segment could leave two parallel runs a pixel
or two apart, joined by a tiny perpendicular step, because alignment
snapping only ever targeted OTHER wires' geometry.

- Segment and bend-point drags now also snap (6 px threshold) against
  the dragged wire's own points — excluding the ones being dragged —
  so a run clicks into line with its neighbour and the exact
  simplification fuses them into one segment on commit.
- fuseMicroJogs: parallel runs offset by under 2 px joined by a tiny
  step are aligned automatically (the run not anchored to a wire
  endpoint moves; shorter run yields when both are free). Applied at
  render time and in renderedToWaypoints/normalizeWireWaypoints, so
  already-saved crooked wires display straight without touching data.
2026-07-18 05:39:37 +02:00
David Montero 152f9e4ce0 feat(wires): wokwi-style rounded bends + degenerate path cleanup
Three wiring quality fixes:

- Rounded corners: every bend now renders as a quadratic curve
  (radius 7, clamped to half the shorter adjacent segment), with
  round line caps/joins. Segment/waypoint drag previews and the
  in-progress preview use the same path builder so the look is
  consistent everywhere.

- Degenerate geometry cleanup at render time: the expanded polyline
  is simplified (duplicates, collinear runs, U-turns) before the
  path is emitted, so wires saved with junk waypoints no longer
  render on top of themselves. Stored data is untouched until the
  user edits the wire.

- WYSIWYG commit: finishWireCreation materialises the final-leg
  elbow exactly as the live preview drew it (longer axis first) and
  normalises the stored waypoints. Previously the committed wire
  fell back to horizontal-first and visibly changed shape on click.

simplifyOrthogonalPath moved to wireUtils (re-exported from
wireHitDetection for existing imports); the duplicated inline
expansions in SimulatorCanvas now use the shared helper. Waypoint
dots on idle wires removed (visual noise); endpoint dots stay.
2026-07-18 05:02:47 +02:00
David Montero 5218f7314b feat(simulator): map pushbuttons to keyboard keys
Any pushbutton (pushbutton / pushbutton-6mm) can now be driven from the
keyboard. Assign a key from the component property dialog — a keycap
control captures the next keypress (Escape cancels, modifiers alone are
rejected) — and a keycap badge next to the component label shows the
mapping on the canvas. Several buttons may share one key on purpose;
the dialog shows a hint when that happens.

At runtime a global bridge translates keydown/keyup into the same
button-press / button-release DOM events the mouse fires on the wokwi
element, so every simulation path (avr8js pin logic, SPICE-driven
inputs, the QEMU GPIO bridge, the pressed visual) behaves identically
to a mouse click. Guards: ignored while typing in inputs or the code
editor, ignored with Ctrl/Alt/Meta held, auto-repeat collapses into one
long press, and window blur releases everything so no button sticks
after Alt-Tab.

The binding is stored as the component's 'key' property, so it
round-trips through project saves and .vlx exports and is undoable like
any other property edit. Strings added to all 9 locales.
2026-07-18 04:02:01 +02:00
David Montero Crespo e72413a13f feat(ui): replace native confirm() dialogs with reusable modal
Convert the remaining window.confirm() call sites to the in-app
MessageDialogHost, extended with a new confirm mode (Cancel + Confirm
buttons, optional danger styling) via showConfirmDialog().

Sites converted:
- New workspace (EditorPage)
- Load project / delete file (FileExplorer)
- Overwrite SPIFFS file (BoardOptionsModal)
- Delete VFS node (VirtualFileSystem)

All dialog strings are internationalized across the 9 supported locales
(en, es, pt-br, it, fr, zh-cn, de, ja, ru); the two previously
English-only modals now pull from i18n too.
2026-07-18 01:59:18 +02:00
David Montero Crespo d1d06a44d3 feat(canvas): breadboards always sit behind everything
A breadboard is the physical base of a circuit — boards, components and
wires all plug into it — so it should never cover them. Pin its group at
z-index -1 (below boards z 0, components z 1/2, wires z 35), ignoring
selection. Detected by metadataId prefix 'breadboard' (breadboard,
breadboard-mini). Its own pins stay wireable wherever it's not covered.
2026-07-17 20:50:59 +02:00
David Montero Crespo cbdabb730d feat(canvas): only the pin under the cursor lights up, on every component
The dense-component threshold (>60 pins) meant boards like the Arduino
(31 pins) still painted every pin blue on hover — a wall of squares. Drop
the threshold: every component/board now keeps its squares invisible and
lights up only the ONE under the cursor (matching the breadboard, which
users already liked). Wiring mode still paints them all — all valid targets.
2026-07-17 20:37:57 +02:00
David Montero Crespo f6dec9ace2 fix(canvas): board pins stay clickable — hover handlers on the wrapper
Removing isActive from board showPins (prev commit) exposed a latent bug:
BoardOnCanvas put onMouseEnter/onMouseLeave on the drag overlay, a SIBLING
of PinOverlay. Moving the cursor from the overlay onto a pin square fired
the overlay's mouseleave, cleared hoveredBoardId, and hid every pin right
as you reached one — so a board pin could never be clicked to start a wire
(breadboards were fine: their group wrapper owns both body and pins).

Move the hover handlers to the wrapper div that contains the board body,
the drag overlay AND the pin squares, so moving among them never fires
mouseleave. Board dragging (onMouseDown on the overlay) is unaffected.
2026-07-17 20:23:35 +02:00
David Montero Crespo 5b472c7929 feat(canvas): calmer pin overlays + pin presses never pan the canvas
Three UX fixes to the pin squares:

- Pins show on hover or while wiring only. The active board and the
  selected component used to light every pin permanently.
- Dense components (>60 pins — breadboards) don't paint a wall of blue
  on hover: squares stay invisible and light up individually under the
  cursor. While a wire is in progress every square paints again since
  they're all valid targets (new `wiring` prop threaded to PinOverlay).
- mousedown on a pin square stops propagation, so press-and-drag from a
  pin no longer pans the canvas.
2026-07-17 20:04:23 +02:00
David Montero Crespo b6ce131b03 fix(canvas): stack pins with their component + pickers above floating panels
Two stacking bugs:

1. Pin overlays used a global z-index 30 while component bodies sit at
   z 0-5, all in .canvas-world's single stacking context — so a covered
   component's pins painted on top of whatever covered it (arduino pins
   showing through a breadboard). Each component/board group is now a
   zero-size positioned wrapper that forms its own stacking context
   (boards z 0, components z 1, selected z 2): pins stay above their own
   body but are hidden together with it. .components-area becomes
   pointer-events: none so board pins/drag overlays (now trapped at z 0)
   keep receiving clicks through it; component groups re-enable their own.

2. The Add Component / board picker overlays (z 1000/2000) rendered
   behind the pro AI chat panel (z 8000). Both now portal to <body> at
   z 9000.

Verified in-app: board drag, component drag, wire creation from board
pin to LED, covered pins hidden (0/14 leak), covering component's pins
still clickable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:44:58 +02:00
David Montero Crespo 5fc57c264d fix(minimap): live-track pan/zoom + real board footprints + bigger map
The red viewport rectangle read the React `pan` prop, but the canvas
pans by mutating panRef + the .canvas-world transform directly (no
setState until pointer-up, for zero-lag dragging). So while you dragged
the canvas the rectangle sat frozen and only jumped at the end. The
minimap now also receives panRef/zoomRef and mirrors them via a
requestAnimationFrame loop that setStates only on change, so the rect
follows the canvas every frame while keeping the canvas render-free
during the gesture.

Also: boards were all drawn as one fixed 120x90 world rectangle
regardless of the actual board, misrepresenting the layout. Use the real
per-board BOARD_SIZE (now exported from BoardOnCanvas) so each footprint
is proportional. And enlarge the map 100x75 -> 160x120 (same 4:3 as the
4000x3000 world) so it's usable.
2026-07-16 05:51:29 +02:00
David Montero 3934cbc0f8 fix(editor): stop unified toolbar controls overlapping on a narrow bar
The top bar packs three zones onto one row: the view-mode toggle, the editor
actions (Compile/Run/Stop/...), and the canvas controls (board selector,
Serial, Scope, zoom, Add) portaled in from SimulatorCanvas. The editor zone
was flex:1 min-width:0 while the canvas zone was fixed-width, so when the bar
narrowed - mainly when the right-docked AI chat opens - the editor zone shrank
below its own buttons and painted them over the board selector / Serial /
Scope. The existing collapse logic was keyed to the viewport (@media 768px),
so it never fired on a wide screen with the chat open.

Make the shared bar a container-query context and collapse every zone by the
bar's own width instead of the viewport: view-mode labels drop to icons first,
then Serial/Scope/Add labels and the board selector ellipsizes, then the
component count and finally the zoom buttons (wheel-zoom still works). Floor
the editor zone at its collapsed content width so it can never underflow and
overlap; past that the lower-priority canvas controls yield toward the right
edge instead. Verified across bar widths 660-1140px with the AI chat open:
overlap eliminated, dropdown menus still render un-clipped.
2026-07-03 07:32:14 +02:00
David Montero 03339a132a feat(pi): gpiozero core + boot feedback, terminal and upload UX
- boot_images manifest: bump arm64 rootfs (gpiozero/colorzero baked in,
  hostname applied at boot, reworded MOTD)
- RaspberryPi3Bridge: onBooted shell-ready detector + sendAndWaitForPrompt
  flow control (resets on disconnect)
- RaspberryPiWorkspace: distinct Booting overlay + piBooted-driven status,
  inline SVG icons replacing emoji glyphs
- SerialMonitor: strip CSI/DSR escapes so the dumb console no longer shows
  a literal [6n next to the prompt
- VirtualFileSystem: upload auto-starts the Pi and waits for the shell, then
  flow-controls each command (no more dropped lines on large files)
- i18n: bootingTitle/bootingNote + reworded offlineNote2 across 9 locales
2026-06-22 20:21:06 +02:00
David Montero eb6a59adf6 style(ui): unify every interactive surface on the single #0071e3 accent
Sweep all off-brand blues (#007acc logo-blue, #0e639c, #3b82f6) and the neon
cyan family (#4fc3f7, #00b8d4, #00e5ff, rgba 0,184,212 / 0,122,204) across the
editor, simulator, examples gallery and pages to var(--color-action-primary).
The Code/Both/Circuit toggle, board chips, library manager, modals etc. now
match the Libraries / +Add buttons. Also keep the editor Libraries label
visible in the default split (lower the container-query threshold).
2026-06-21 05:34:25 +02:00
David Montero d03fed3293 style(ui): solid palette rebrand — drop neon outlines for tokenized solid fills
Unify the editor toolbar and landing page on the single #0071e3 accent
(token --color-action-primary). Replace the fluorescent cyan/green outline
treatment (Libraries pill, overflow icons, compile/run/stop, feature tiles,
pricing/licensing badges, classroom banner) with solid fills following the
+Add button. Green/red kept solid and semantic-only (run/success, stop/error).
2026-06-21 05:07:43 +02:00
David Montero e1697dc6f3 fix(simulator): recordUpdateWire was never bound in SimulatorCanvas (ReferenceError)
recordUpdateWire was used by the wire colour palette and the right-click menu but
never destructured from the store, so every colour-swatch click threw
'recordUpdateWire is not defined' and did nothing. tsc would have caught this, but
build:docker skips type-checking, and the only prior caller (the touch-only palette)
was never exercised. Bind it like the other record* actions. Together with the
applyNow fix this makes wire colour changes from the UI actually work.
2026-06-19 20:28:54 +02:00
David Montero 0c935c5b29 feat(simulator): discoverable wire-color UI on desktop
Changing a wire's color on desktop was keyboard-only (select wire + 0-9/c/l/m/p/y)
with no visible control — the floating color palette (SelectionActionBar) only
rendered on touch devices, so desktop users had no way to discover it. Now:
- the wire SelectionActionBar (top-center, with the color palette) also shows on
  desktop when a wire is selected and the sim is stopped (it is pinned top-center
  so it never covers pins); component/board bars stay touch-only.
- right-clicking a wire opens a context menu with the color swatches + delete.
Keyboard shortcuts still work. Mirrors the existing board context-menu pattern.
2026-06-19 19:35:46 +02:00
David Montero cbcf6ba81e feat(sim): P4 runtime burnout for resistors + electrolytic capacitors
Generalizes the LED's burnout to passive parts via a centralized monitor that
watches the live electrical solve. When a part is stressed past its rating for
a sustained moment it's marked "destroyed": the canvas renders it charred with a
smoke badge and a fault is logged to the output console. Clears on Reset.

Follows the Fritzing-simulator precedent (smoke-on-component) wrapped in a
first-order thermal delay so a brief inrush spike doesn't destroy a part — only
sustained overload (or a catastrophic >=3x overload, instant) does.

- runtimeBurnout.ts: pure stress (resistor power, cap voltage / reverse) + a
  thermal-delay burn decision, plus a monitor subscribed to the electrical +
  simulator stores. Resistor burns past 2x rated (the verifier already warns at
  1x for intentional teaching over-power); a cap bursts over its voltage rating
  or on reverse polarity.
- useSimulatorStore: burntComponents set + mark/clear actions; cleared on
  Reset / restartParts.
- DynamicComponent + SimulatorCanvas.css: charred filter + smoke badge.

Tests: thermal-delay decision (instant / sustained / spike / cooldown) + stress
computation (resistor power, cap over-voltage, reverse, unwired -> null).
2026-06-18 04:35:56 +02:00
David Montero 2d23b878e7 fix(canvas): rotated-component pin positions in 3 paths (fixes #230, #231, #232)
All three bugs are rotated components whose pin geometry is computed in a
path that ignores the rotation, so pins/wire-starts land tens of pixels off
the visual pin tips. The live rotate action already recalculates correctly;
these are the paths that didn't.

#231 (context-menu 'Tap a pin to wire'): both onPinSelect handlers in
SimulatorCanvas computed the wire start as getBoundingClientRect().left +
pin.x — adding the UNROTATED pin offset to the ROTATED bounding-box corner.
On a 90-deg HC-SR04 that put the start ~70-100px off (measured). Replaced
with calculatePinPosition(id, x+6, y+6, rotation), the same rotation-aware
helper wires and the pin overlay use.

#232 (rotate -> delete -> undo): recordRemoveComponent's undo restored the
component + wires but never recalculated wire endpoints, so a rotated part's
wires kept the unrotated coords captured at delete time. Added a
requestAnimationFrame updateWirePositions(id) after restore.

#230 + #232 (pin boxes wrong after import / undo / load, 'fixes if rotated
again'): PinOverlay captured the wrapper's layout box (the rotation pivot)
once at mount. On import/undo/load the component mounts already-rotated and
its wokwi-element may not be sized on the mount tick, baking a wrong pivot
that only refreshed when rotation changed. PinOverlay now re-measures after
layout (rAF) and whenever it is about to become visible (showPins dep).
2026-06-16 05:25:31 +02:00
David Montero 608c2538c9 fix(sim): correct NTC temperature sensor divider + reset to default on restart
The NTC breakout's SPICE topology was inverted relative to the example
sketch's decode formula (rNtc = R_PULL * v / (5 - v)), which assumes a 10k
pull-up from VCC to OUT and the NTC from OUT to GND. The mapper had the NTC
on top (VCC->OUT) and the pull-down on the bottom, so the recovered
temperature ran backwards: dragging the slider to 100C made the sketch
print -25C. Swap the two resistors so V_OUT = 5 * Rntc / (Rntc + Rpull),
matching the sketch and the hand-built reference netlist in
spice-avr-mixed.test.ts (T=0 -> ADC 789, T=25 -> 511, T=50 -> 270).

Also replace the SensorParts linear approximation (2.5 - (t-25)*0.02) with
the same beta-model divider so the non-SPICE ADC injection decodes back to
the slider value, and drop the dead onInput path that treated the element's
value as a raw ADC count.

Reset now restores interactive sensors (temperature/lux/gas sliders) to
their configured defaults: resetBoard re-dispatches each sensor's default
into the running sim and bumps sensorResetNonce so the open
SensorControlPanel remounts and the slider snaps back. Previously a restart
left the NTC frozen at the last dragged temperature.

Updated the examples netlist snapshot for the swapped NTC cards.
2026-06-15 23:21:36 +02:00
David Montero Crespo 09eaf00c55 fix(canvas): don't treat the active board as a delete target on Delete/Backspace
The canvas had two independent window keydown listeners. The wire handler
removed the selected wire and returned, but that return cannot stop the
separate component/board handler, which fell into 'else if (activeBoardId)'
and popped the board-removal confirmation. activeBoardId is not a visual
selection -- it is just the board whose code is open in the editor, so it is
effectively always set. Pressing Delete to remove a wire (or after deleting a
component) therefore always asked to remove the board.

Remove the keyboard board-delete branch entirely: Delete/Backspace now only
removes the selected component. Board removal stays on its deliberate paths
(right-click Remove board, touch pin-picker delete). Also add the text-field
guard (input/textarea/select/contenteditable) to the wire handler so Backspace
while typing in the AI chat no longer deletes a selected wire.
2026-06-14 23:28:49 -03:00
David Montero 80d2086907 fix(picow): open the IoT gateway in an in-app iframe, not a new tab
The Pico W emulation runs in THIS browser tab via requestAnimationFrame.
Opening the gateway with target=_blank / window.open backgrounds the
emulation tab; the browser then pauses its rAF, the simulated chip
freezes, and the gateway can no longer reach the server on it — the
request times out (502) and toggles do nothing.

Render the served page in a same-tab iframe panel (openDeviceGateway) for
the Pico W so the emulation stays in the foreground and keeps answering.
The ESP32 is unchanged (its server runs in QEMU on the backend, immune to
tab visibility), so it keeps opening in a new tab.

Also: the async-led page now shows the LED state (the board's onboard LED
isn't drawn on the canvas) so the toggle has visible feedback.
2026-06-14 04:19:48 +02:00
David Montero 1aba6e2e48 feat(picow): surface the IoT gateway in the UI (parity with ESP32)
- SerialMonitor linkifies http://10.13.37.x (the Pico W subnet) the same
  way it already does http://192.168.4.x for the ESP32, turning the
  sketch's printed URL into an 'Open IoT Gateway' link.
- SimulatorCanvas shows the clickable WiFi badge for the Pico W too
  (normalizing its 'started' status, which carries the fixed IP, to
  got_ip so it reuses the ESP32 badge styling + launcher).
- async-led and servo-web examples print a clickable http://<ip>/ line
  so the gateway link appears (relay-web-server already did).

Gated e2e (CYW43_GATEWAY_E2E=1) drives the real emulator + a running
backend and asserts the served page comes back through /api/gateway.
2026-06-14 02:15:53 +02:00
David Montero 878e84e98a fix(microsd): match the SD Card upload panel to the dark property dialog
The panel was styled with light-theme CSS-var fallbacks that render wrong on
the editor's dark (#2d2d2d) property dialog:
- "Add files" button used `var(--surface, #f6f6f6)` + light border, so it
  rendered a washed-out light-gray box that looked broken. Restyle it as a
  primary action like `.rotate-button` (solid #007acc, white text, hover lift).
- Section divider and secondary text used light fallbacks (#e2e2e2 / #777);
  switch to the dialog's dark values (#444 border, #aaa text).

Cosmetic only.
2026-06-11 05:20:48 +02:00
David Montero 22de488de2 feat(microsd): SD-over-SPI card storage for AVR, RP2040 and ESP32
Add a working microSD card part backed by a FAT16 image, following the
Wokwi storage model: the project's own workspace files are auto-copied
onto the card (free), and an optional "SD Card" panel uploads extra
files (gated as a paid feature by the velxio.dev overlay; OSS default
allows it).

Frontend (in-browser AVR / RP2040):
- ProtocolParts.ts: rewrite the microsd-card part from a handshake stub
  into a real SD-over-SPI device (reply-first Ncr timing, SDSC byte
  addressing, single/multi-block read+write, CSD/CID, full CMD set).
- utils/fatImage.ts: dependency-free FAT16 super-floppy builder (8.3 + LFN).
- utils/sdCardFiles.ts: assemble the card image from workspace files plus
  uploaded files; base64 helpers.
- components/simulator/SdCardPanel.tsx + ComponentPropertyDialog: upload UI.
- DynamicComponent + useSimulatorStore: build and inject the image on run.
- lib/proSdCardGate.ts: overlay-installable gate for the upload action.
- data/examples-storage-microsd.ts: Arduino Uno + ESP32 gallery examples.

Backend (ESP32 via QEMU):
- services/esp32_sd_slave.py: synchronous SD-over-SPI slave (Python port of
  the browser part) with a sparse backing store, idle-state R1 tracking and
  real CRC16 on data blocks when the host enables CRC (CMD59) -- both
  required by ESP-IDF's sdspi driver.
- esp32_worker.py: route SPI bytes to the slave (returns MISO synchronously)
  and feed write-only bulk transfers.
- esp32_lib_manager.py + routes/simulation.py: forward the FAT image
  (sd_card.image_b64) from the start config into the worker.

Tested:
- frontend: protocol-parts, fat-image, sd-card-gate and microsd-real-firmware
  (real Arduino SD.h on avr8js) -- 86 passing.
- backend: test_esp32_sd_slave (10) covering the ESP-IDF init sequence and
  CRC16; validated end to end by running a real SD.h sketch in libqemu-xtensa
  (mount, directory listing, read and write-readback).
2026-06-11 03:59:53 +02:00
David Montero c580a7e418 feat(library-manager): read-only libraries.json file + drop Uninstall for shared index libs
(1) The explorer's per-board manifest entry is renamed velxio.json -> libraries.json
and clicking it now opens a READ-ONLY JSON view of that board's declared libraries
(board.libraries) in the editor, instead of the modal. New editor state
manifestViewBoardId: when set, CodeEditor renders a read-only Monaco showing
{libraries:[...]} live; opening/activating any real file clears it. No file is
added to the workspace, so nothing touches compile or save. Library actions are
done in the Library Manager modal (toolbar button).

(2) Drop the 'Uninstall' button for shared index/cache libraries — you can't
uninstall a copy everyone shares (content-addressed cache). Only your own custom
.zip uploads keep a 'Remove' (per-user store). Index libs: just Add to / In project.
2026-06-09 15:49:14 +02:00
David Montero 02c8ad756d feat(library-manager): collapse to a single unified tab with state-aware row actions
Remove the 3 tabs (In project / Search / Installed). One list now: browse your
installed + custom libraries by default, search the index when you type. Each
row is state-aware:
  + Add to project   — installs if needed, then declares it on the active board
  In project (toggle) — click to remove from this board's manifest
  Uninstall / Remove  — free the cache / remove your custom upload
'Install' is folded into 'Add to project' (install-on-add) for simplicity. The
per-board manifest (board.libraries) stays the compile scope. The pro custom-zip
upload button still injects into .lib-modal-header. The in-modal velxio.json
editor tab is gone (the manifest is shown by the explorer's libraries.json file).
2026-06-08 15:51:34 +02:00
David Montero 97f390719f feat(P2.2c): show per-user custom libs in the Library Manager + autocomplete
The Library Manager Installed tab + the velxio.json add-autocomplete now merge
the user's per-user custom uploads (getCustomLibraries -> GET /api/pro/libraries/
custom) with the shared global index list, so users can see and reuse their own
uploads (which live in the per-user store, not the global list). A custom lib's
button removes it via the per-user delete endpoint (not arduino-cli uninstall,
which would not find it). Degrades to [] for OSS/anon.
2026-06-07 19:58:13 +02:00
David Montero cc40bda3eb feat(P2.2): owner falls back to requester + auto-declare uploaded custom lib
- compile.py: owner_id = project owner ELSE the requester (so an unsaved
  compile resolves the libs the user just uploaded, which are their own);
  threaded requester_id into _run_compile from both call sites.
- LibraryManagerModal: on a custom .zip upload, auto-add the lib to the active
  board's velxio.json + show the Project tab, so the compile resolves it via the
  owner per-user path (the upload now lands in the per-user store, not the
  shared dir, so it must be declared to be found).
2026-06-07 17:20:12 +02:00
David Montero 8617d3b224 feat(library-manifest): per-board manifests + autocomplete
Library manifests are now PER-BOARD (each board carries its own velxio.json),
so two boards in one project can use different (even conflicting) libraries
without clashing — the multi-board extension of the no-clash guarantee.

- board.libraries on BoardInstance + serialisableBoard: rides in boards_json,
  so it round-trips, dirty-checks, autosaves and restores natively. This also
  removes the load-restore hacks (useLibraryManifestStore + applyProjectManifest
  deleted): the manifest is plain board state.
- loadProjectState now restores per-board boardOptions/spiffsFiles/libraries
  (it previously dropped them).
- EditorToolbar single + compile-all send the COMPILING board's libraries.
- Backend compile.py prefers the client's per-board request.libraries; the
  project-level libraries_json (now the union of all boards) is the fallback.
- buildLoadPayload migrates pre-per-board projects: seed each board with the
  project union so they keep compiling scoped.
- Library Manager 'In project' tab edits the ACTIVE board's velxio.json (shows
  the board name) and the add field is now an autocomplete (installed libs +
  index search) so users pick from a list instead of typing names.

Deletes useLibraryManifestStore.ts + applyProjectManifest.ts.
2026-06-07 06:07:48 +02:00
David Montero c93924541c feat(library-manifest): user-facing velxio.json config + load-restore
End users can now configure a project's declared libraries (the compile scope):
- Library Manager gains an 'In project' tab = the project's velxio.json:
  declared libs as removable rows, quick add-by-name, and a raw velxio.json
  editor. Installing a library auto-adds it to the project. Installed-tab rows
  get an 'Add to project' toggle.
- FileExplorer shows a velxio.json entry (with declared count) that opens the
  Library Manager via a window event the toolbar listens for.
- applyProjectManifest(): restore a saved project's manifest into the store on
  load so the editor/toolbar/Library Manager/velxio.json reflect it.
- computeProjectStateHash() includes the manifest so declaring a library marks
  the project dirty and autosaves.

Note: the OSS ProjectByIdPage also calls applyProjectManifest for parity, but
velxio.dev routes the pro-overlay ProjectByIdPage (wired separately).
2026-06-07 05:08:34 +02:00
David Montero Crespo b08df89c9b feat(digital-gate-engine): evaluate logic gates on the event-driven kernel
Board-less digital circuits (logic gates + switches + LEDs) run today as ngspice
analog B-sources, which is fragile for deep logic: a 4-bit ripple adder re-solves
but never lights its result LEDs live. This adds an event-driven digital motor
that reuses the multichip-bus settle kernel, so the same engine that boots a Z80
over a chip bus evaluates a gate network exactly and instantly.

Phases 0-2 (project/digital-gate-engine/), all behind ?digitalgates=on (default
OFF — flag off is byte-for-byte the old behaviour):

- digitalGateEngine.ts: buildDigitalNetwork(components, wires) does union-find
  over the wires (merging pass-through resistors), identifies the rail/gnd from
  the signal-generator, registers drivers (rail STRONG-1, gnd 0, pull resistors
  PULL, slide-switch as a pass-gate) and event-driven gates (reusing the
  LogicGateParts boolean semantics), settles on busKernel, and exposes
  setSwitch / readLed / netOf. Tolerant of both the raw example `type` and the
  store `metadataId`. Returns {ok:false} for any non-primitive, so mixed/analog
  circuits stay entirely on ngspice.

- digitalGateController.ts + a SimulatorCanvas useEffect: when the flag is on and
  the circuit is all-digital, rebuild from the store on switch-toggle / load
  (rAF-coalesced) and paint the wokwi-led DOM. CircuitSimulationService.tick()
  skips the SPICE solve for all-digital circuits when the flag is on, so the two
  motors never fight over the LEDs.

Tests: digitalgate-kernel (22 — single gates -> half/full adder -> 4-bit
adder/subtractor -> exhaustive ADD 256 -> mux/decoder/comparator/parity/
multiplier) and digitalgate-engine-examples (6 — the real gallery data for
and/or/xor/not + the full adder/subtractor). Verified live: ?digitalgates=on
lights the adder's result LEDs that the SPICE path leaves dark. Full suite
2117 pass / 5 pre-existing unrelated fails.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 20:21:33 -03:00
David Montero 5f04b42bdd fix(canvas): while running, the canvas is interact-only (no wire/pin/edit)
Reported: on a running circuit, clicking a pushbutton SELECTED the wire under it
instead of pressing the button — and you could still move wires / pick pins to
make connections during a run.

Root cause: component dragging was already locked during a run, but the
canvas-level onClick (wire selection via findWireNearPoint) wasn't — so a click
on a button bubbled to the canvas and selected the wire. The button press itself
fired (shadow DOM), but the wire-select made it feel broken.

Gate every EDIT interaction on the existing interactionRunning predicate while
keeping part interaction (buttons/switches/pots) and pan/zoom:
- canvas onClick wire-selection + onDoubleClick waypoint-insert
- wire segment / waypoint drag handles (mouse + touch)
- pin-click wire creation
- touch tap wire-selection
- hide the PinOverlay (was gated on !running, so board-less runs still showed
  clickable pins) and skip wire-hover highlighting while running
- clear any wire/component selection when a run starts so leftover handles don't
  linger over the live circuit

Component drag + property dialog were already gated on interactionRunning; this
extends the same 'freeze to edit, run to interact' model to wires and pins.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 19:14:51 +02:00
David Montero a68e7f8e94 feat(editor): rename boards & custom chips; show which target owns each file
Phase 2 of the run-system/UX work.

- BoardInstance gains an optional user ; boardDisplayName(board) resolver
  (name || kind label) routes every INSTANCE-label surface: file-explorer
  section header, compile console (EditorToolbar), canvas selector/tooltip/
  context-menu, Serial Monitor tabs, Oscilloscope board picker, Board Options
  subtitle. Board/component pickers keep the KIND label (they pick new boards).
- Inline rename on board AND chip section headers (double-click the name, or a
  hover pencil button). Board -> updateBoard(id,{name}); chip -> chipName in
  properties. Enter commits, Escape cancels (cancel-flag ref guards the
  unmount-fires-onBlur footgun), empty clears to the kind / 'Custom Chip'.
- FileTabs shows an owner badge naming the board/chip whose files are shown
  (resolved as a selector so it doesn't re-render on every sim pin toggle).
- CustomChipDialog no longer clobbers a user-given chipName: chip.json's name
  only seeds the blank defaults (My Chip / Custom Chip); loading an example
  relabels explicitly.
- Persistence: board name round-trips via projectPayload (+ dirty hash),
  vlxFile, ProjectByIdPage load + loadProjectState; chipName rides components_json.
- Drive-by: fixed a pre-existing rules-of-hooks violation in BoardOptionsModal
  (early return before a useCallback).

Reviewed by a 3-agent adversarial pass (completeness / persistence / correctness);
all major findings folded in.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 06:22:25 +02:00
David Montero Crespo 6813891f91 feat(boards): add 6 STM32 boards (F4 Discovery, Olimex H405, Netduino 2/+2, Pill variants)
Adds stm32-f4-discovery, stm32-olimex-h405, stm32-netduino-plus2, stm32-netduino2, stm32-blackpill-f401 and stm32-bluepill-f103cb, mapped to existing qemu-lcgamboa machines (netduinoplus2, olimex-stm32-h405, netduino2, stm32vldiscovery). A generic inline board renderer (no SVG) draws the Discovery/Olimex/Netduino boards from a header pin layout; the Pill variants reuse the Blue/Black Pill SVGs. Per-board onboard-LED pin and polarity via STM32_LED. One blink+serial example per board.

tsc --noEmit clean; all new FQBN pnum variants present in STM32 core 2.12.0; worker smoke tests pass for the new machines.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 03:19:26 -03:00
David Montero Crespo ca8dcedcc7 feat: STM32 (Blue Pill / Black Pill) QEMU emulation + Pro board gating
STM32 emulation (open-core, runs via libqemu-arm in the backend worker):
- backend: stm32_lib_manager + stm32_worker (GPIO, USART, I2C/SPI device models
  reusing the ESP32 slaves, live sensor updates), arduino_cli STM32 branch,
  start_stm32 simulation route.
- frontend: Stm32Bridge + Stm32BluePill(/BlackPill) web components (Wokwi SVGs),
  board kinds, Interconnect/boardPinMapping/boardProtocols wiring, example
  projects (blink, serial, I2C BMP280/MPU6050/DS1307/SSD1306/weather, 7-seg,
  RGB, button, switch, stepper, cross-board interconnect).
- Raspberry Pi 4/5 board elements + thumbnails.

Pro board gating (generic OSS->Pro seam; entitlement logic lives in the overlay):
- lib/proBoardGate.ts: isProBoardKind (STM32 + every QEMU Raspberry Pi),
  installBoardGateImpl/boardGateDecision, triggerProUpgradePrompt.
- PRO badge on those boards in the component picker; gate at the picker add +
  the run backstop (startBoard).
- backend/app/services/board_access.py: server-side enforcement seam for the
  simulation WebSocket; STM32/Pi unavailable -> Pro-framed message.
- desktop: generic QemuDownloadPrompt + Stm32QemuPrompt (download-behind-license,
  mirrors the ESP32 prompt).
- .gitignore: never ship libqemu-* binaries in the public image.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 19:06:14 -03:00
David Montero 3a2abc48d9 fix(espidf): accurate core-lib warnings + gateway open hook
Two unrelated polish fixes.

espidf_compiler: headers that resolve to an arduino-esp32 CORE lib
(WebServer, WiFi, …) were correctly skipped from the user-lib merge but
then fell through to a scary "Library for <X> not found — build may
fail" warning — even though the build succeeds because the symbols are
compiled into the core. Now logs an accurate "provided by arduino-esp32
core — already compiled in, not merging". Same treatment for core
headers that aren't standalone lib dirs (Udp.h, IPAddress.h,
WiFiUdp.h, …) via a new _CORE_ESP32_HEADERS allowlist.

SimulatorCanvas: the WiFi badge's "open IoT gateway" click now consults
an optional window.__velxio_iot_gateway_open_gate__ hook before opening
the gateway tab. A private overlay can install it to gate the gateway
behind a paid plan and show an in-place upgrade modal instead of dumping
a 402 page in a new tab. OSS builds have no hook → opens normally. The
check is synchronous so it doesn't trip popup blockers.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 20:38:03 +02:00
David Montero Crespo e6df4ae8ac feat(flash): write compiled sketches to real USB boards (phases D1+D3)
Brings hardware flashing into Velxio Desktop. Per-board "Flash to
real board" entry in the canvas context menu opens a modal that
enumerates USB serial ports, lets the user pick one, then
streams arduino-cli upload output live until the board is flashed.

Backend (Phase D1) — backend/app/api/routes/flash.py (new):
  POST /api/flash/upload  (multipart: board_id, port, fqbn,
                           program_format, program)
  → SSE stream of {phase, line?, progress?} events
  → final {phase:'done', success, elapsed_ms, error?}

  - Wraps `arduino-cli upload -p <port> -i <file> --fqbn <fqbn> -v`
    so AVR (avrdude), ESP32 (esptool), RP2040 (picotool), SAMD
    (bossac) all share one code path — arduino-cli internally
    dispatches by FQBN.
  - Per-port asyncio.Lock prevents two simultaneous flashes from
    fighting over the same /dev/ttyACM0.
  - Allow-list of FQBN prefixes (arduino:avr, ATTinyCore:avr,
    rp2040:rp2040, esp32:esp32, arduino:samd) so a typo can't
    cause a confusing arduino-cli error.
  - Format allow-list (hex / bin / uf2 / elf) drives the temp
    file extension - arduino-cli uses the extension to route to
    the right uploader.
  - 8MB hard cap on the uploaded program (real sketches are
    well under that; protects against a runaway frontend).
  - X-Accel-Buffering: no header so nginx doesn't hold the SSE
    chunks until the flash completes.

Frontend (Phase D3):
  - frontend/src/services/flashService.ts (new):
      async generator streamFlash() yields parsed SSE events.
      Handles the base64-vs-text gotcha (compile returns hex_content
      as text but binary_content as base64; for binary formats we
      atob() into a Uint8Array before posting so the form upload
      sends actual bytes, not the base64 ASCII).
  - frontend/src/components/simulator/FlashModal.tsx (new):
      Three-state UI: picking (port dropdown), flashing (progress
      bar + live log), success/error (verdict + retry).
      Empty-ports state shows a Linux dialout-group hint.
  - SimulatorCanvas.tsx: board context menu gains "Flash to real
    board" entry, gated on isTauri() + presence of compiledProgram.
    Hidden in web (WebSerial is a separate sprint).
  - tauriBridge.ts: SerialPortInfo type + listSerialPorts() helper
    that invokes the Rust shell command added in Phase D2.

The sidecar already has arduino-cli on PATH (per
`pro/desktop/sidecar/main.py::_expose_bundled_arduino_cli`), so
no installer changes are needed — flash works the moment the
0.4.x desktop bundle ships with these commits.

Plan + remaining phase tracked in project/hardware-flashing/.
D2 (Rust serial enum) committed separately as a Tauri-shell-only
concern; D4 (manual smoke matrix with real boards) requires
physical hardware so it stays a follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 00:20:20 -03:00
David Montero Crespo 145710561a fix: 5 user-reported issues (#208 #209 #210 #211 #212)
#208 — stale binary executes after compile error
EditorToolbar.handleCompile: on failed compile, clear the active
board's compiledProgram so a subsequent Run can't silently execute
the previous successful build (which doesn't match the editor any
more). The Run gate already short-circuits on !compiledProgram and
forces a fresh compile.

#209 — compile terminal kept stale messages across runs
EditorToolbar.handleCompile: setCompileLogs([]) at the top of the
handler. Previously logs from the prior compile lingered, making it
hard to tell new errors / warnings apart from old ones.

#210 — desktop File > New Project did nothing
desktop/menu.ts: the menu action used to dispatch a CustomEvent
nobody listened to. Replaced with a real `newProject()` function
that stops the running simulation, removes every board (also drops
the bridges + wires touching them), clears components / wires,
loads the default Blink sketch into the editor, clears project
metadata, and wipes the compile output. Confirms first if there's
unsaved work on the canvas.

#211 — deleting the only board made every other component
unresponsive (wires still worked)
SimulatorCanvas.tsx::interactionRunning: the old expression
treated boards.length === 0 as "boardless electrical mode is
running" — which suppressed the property dialog on click and made
non-sensor components look frozen. Fixed by also requiring
useElectricalStore.submittedNetlist !== '' before flipping to the
boardless-running branch. SPICE has to have actually solved at
least once for the mode to engage.

#212 — ESP32 Support 404 with no actionable message
desktop/Esp32QemuPrompt.tsx: catch the raw "download HTTP 404" /
"not found" upstream error and reword it to "ESP32 support is not
yet available for your platform. The Velxio team is preparing
this build - try again in a few days, or use Arduino/RP2040
boards in the meantime." The real fix is server-side (the velxio
team needs to publish a qemu-xtensa.tar.gz for the user's
platform into the asset bucket and update esp32-qemu/latest.json).
Tracked in project/desktop-agent-v040/ follow-ups.

All five fixes verified with `tsc --noEmit` clean and the existing
25-test vitest suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 22:06:58 -03:00
David Montero 5ca7e293b7 fix(canvas): use wrapper top-left for rotation pivot (#205 follow-up)
The previous fix rotated overlay hotspots but the pivot was off by
+6px in each axis, which manifested as a 12px X-offset for a 90°
rotation (because (I - R) maps (6,6) to (12, 0) for R = 90° CW).

The wrapper top-left in container-local coords is -wrapperOffsetX,
not -(6 - wrapperOffsetX). The container origin already sits INSIDE
the wrapper's padding+border by exactly wrapperOffsetX/Y; we have
to back out by that same amount, not by 6 - that amount.

Visual verification on https://velxio.dev/example/esp32-pwm-led-rgb:
overlay centers of rotated resistor now match the rotated pin tips
exactly (was 12px off in X).
2026-05-26 20:42:27 +02:00
David Montero 0a69c9facf fix(canvas): rotate pin overlay hotspots with the component (#205)
Reporter on GitHub: after rotating a component the WIRES followed
the pin tips (already fixed in the (6,6) offset commit) but the
clickable connection boxes stayed in the unrotated layout —
visible misalignment between the rotated component and its
hotspots, no way to start a fresh wire from a rotated pin.

Root cause: PinOverlay renders as a SIBLING of the DynamicComponent
wrapper, not as a child. CSS rotation on the wrapper doesn't reach
the overlay div, so its child pin boxes stay at the unrotated
(pin.x, pin.y) coordinates.

Fix:

- Plumb component.properties.rotation from SimulatorCanvas into
  PinOverlay as a new `rotation` prop.
- In PinOverlay, capture wrapper.offsetWidth/Height when reading
  pinInfo and apply the same rotation matrix the wire calculator
  uses (pivot at wrapper center, transform-origin: center center).
- Use the rotated (pinX, pinY) for both the visual `left/top` AND
  the canvas-coord passed to onPinClick, so wires that get started
  from the hotspot anchor at the rotated tip too.

Also align the default wrapperOffsetX from 4 to 6 (padding:4 +
border:2 on each side of the DynamicComponent wrapper). The
previous asymmetric (4, 6) was the same 2px X bias we fixed in
pinPositionCalculator a few commits back; the overlay was reading
its own copy of the bad number and putting hotspots 2 px left of
the pin tip on unrotated components too. Board paths that pass
wrapperOffsetX/Y = 0 explicitly are unaffected.

All 29 vitest tests in the rotation + simulator suites pass.
2026-05-26 20:02:10 +02:00
David Montero f619a2cc7e feat(boards): expose Raspberry Pi 4 and Pi 5 in the picker (UI + pin wiring)
The BoardKind type and the QEMU backend already supported
raspberry-pi-4 (Cortex-A72) and raspberry-pi-5 (Cortex-A76) by reusing
the Pi 3 arm64 image set, but the frontend had no way to actually
select either: the board picker, the canvas renderer, the serial
monitor, the oscilloscope channel list, and the editor toolbar all
hard-coded "raspberry-pi-3" as the only Pi entry.  ComponentRegistry
even registered Pi 4 / Pi 5 metadata pointing at the velxio-raspberry-pi-3
custom-element tag — a placeholder that meant both boards rendered as
a Pi 3 in the picker thumbnail and on the canvas.

Add dedicated boards top-to-bottom:

  * `RaspberryPi4Element.ts` / `RaspberryPi5Element.ts` — Velxio-style
    schematic SVG (authored from scratch, not traced).  Pi 4 is the
    green PCB with BCM2711 SoC, 4× USB-A, USB-C power, dual µHDMI;
    Pi 5 is the darker green PCB with BCM2712 + RP1 southbridge,
    2.5 GbE, USB-C 5V/5A, PCIe FFC connector, dedicated power
    button.  Both carry a small "velxio" mark in the corner.

  * `pi40PinHeader.ts` — shared `buildPi40PinHeader()` helper that
    returns the 40-pin BCM layout.  Every Pi from the 1B+ onwards
    uses the same physical pin positions and same BCM GPIO
    assignment, so Pi 3 / Pi 4 / Pi 5 elements all consume this
    helper and example wires drawn against one model transfer to
    the others without re-routing.

  * React wrappers `RaspberryPi4.tsx` / `RaspberryPi5.tsx` render the
    custom elements at absolute positions (mirrors how
    RaspberryPi3.tsx handles the Pi 3 illustration).

  * Wire-up across the editor surface:
      - BoardOnCanvas: BOARD_SIZE entry + switch case.
      - BoardPickerModal: description, icon, kinds list.
      - ComponentPickerModal: thumbnails now instantiate the dedicated
        custom element (was velxio-raspberry-pi-3 fallback).
      - SerialMonitor / EditorToolbar: pill labels, icons, colours.
      - Oscilloscope: GPIO channel list (28 BCM pins).
      - SimulatorCanvas: remote-boards filter for run/stop sync.
      - SPICE boardPinGroups: same 5V / 3V3 / GND as Pi 3.
      - boardPinToNumber: accepts physical pin numbers ("1"-"40"),
        BCM names ("GPIO14") and power labels for any Pi 3/4/5 id.
      - ComponentRegistry: dedicated tagNames + per-board thumbnails
        (green for Pi 4, darker green for Pi 5).

  * EditorToolbar's Pi 3 special cases (Linux/Python compile path,
    Run/Stop routing) now use `isPiBoardKind()` so Pi 4 and Pi 5
    inherit the same behaviour automatically, and any future Pi
    family member (Zero / 1 / 2) lands in the right code paths the
    moment its backend boots.

QEMU backend was already wired (qemu_manager.py:71/82 + manifest entry
'raspberry-pi-3-virt' shared across arm64 Pis), so this commit makes
both boards selectable end-to-end without any backend follow-up.
2026-05-23 04:46:59 +02:00
David Montero aab380e80b feat(scope/trigger): add Auto / Normal / Single-shot trigger modes
Real digital storage scopes have a trigger that pins the visible window
around a detected edge — without it, sparse activity (UART bytes once
per loop, an interrupt firing every few seconds) scrolls off the screen
faster than the eye can catch.  Velxio's scope was free-running only,
which made the recent UART TX waveform work effectively invisible at
fine time/div settings: the byte burst was 87 µs but the window only
showed the most recent 1 ms.

Three trigger modes, matching what you'd find on a Rigol / Tektronix:

  * Auto    — current free-running behaviour, window's right edge
              tracks the most recent sample.  Default.
  * Normal  — window pins around each triggering edge so the event
              lands at `triggerPosition * windowMs` from the left
              (default centred at 0.5).  Keeps re-pinning on every
              new triggering edge.
  * Single  — arms once, freezes the trace on the first triggering
              edge by flipping `running = false`.  User clicks
              "Re-arm" to capture again.

Three knobs configurable per mode:
  - source: which channel produces the trigger event
  - edge:   rising (↑) / falling (↓) / either (⇅)
  - position: trigger lands at this fraction of the window
              (UI hard-codes centre 0.5 for now; the store field
              accepts any value if we want a draggable handle later)

UI additions in the scope header (only shown when mode != auto):
  - source / edge dropdowns
  - status badge (Armed / Triggered / Captured) with pulse animation
    on Armed so the user knows the scope is waiting for an event
  - Re-arm button in Single mode after capture

Canvas changes:
  - Dashed orange "T" marker drawn at the trigger position when an
    edge is latched and within the visible window.

Store changes:
  - pushSample peeks at the trigger channel's previous state, detects
    a matching edge, sets triggeredAtMs (and stops `running` for
    Single mode).  matchesTriggerEdge() exported for unit testing.
  - clearSamples / setTriggerMode / setTriggerChannel / setTriggerEdge
    all re-arm the trigger; rearmTrigger() explicitly resets and resumes
    capture (used by the Re-arm button after a single-shot).

Covered by 11 new vitest cases (oscilloscope-trigger.test.ts) plus the
existing 1892 tests still pass.

Closes the "I set 0.1 ms/div on a Serial.print sketch and see a flat
line" UX trap reported on the Discord follow-up — at 0.1 ms/div the
window is 1 ms but bytes fire every 2 s, so without a trigger the
chance of catching the burst is < 0.05 %.  With Normal trigger on
rising D1 the burst pins in the middle of the window and the user can
zoom down to bit level (8.68 µs each) without losing it.
2026-05-22 21:11:03 +02:00
David Montero Crespo 603b791daa feat(attiny85+customchip): full ATtiny85 ADC/Timer0 + custom-chip pipeline fixes
ATtiny85 (AVRSimulator + collectPinStates + connectAnalogInputsToMcu + SimulatorCanvas + Attiny85Element + examples):
- Add attiny85AdcConfig with correct register addresses (ADMUX=0x27,
  ADCSRA=0x26, ADCSRB=0x23, ADCL=0x24, ADCH=0x25, DIDR0=0x34, adcInterrupt=0x08).
  Without this, analogRead() polled the wrong address forever and the
  firmware hung on first ADC read.
- Add attiny85Timer0Config + instantiate AVRTimer so OVF fires at the
  ATTinyCore-expected ~1.024 ms cadence. delay() advance is still blocked
  on avr8js TIFR auto-clear semantics (separate upstream issue, see
  ATTINY85_TIMER0_UPSTREAM_ISSUE.md in velxio-prod test plan).
- Map ATtiny85 ADC channels to PB-style pin names (PB5/PB2/PB4/PB3 -> 0..3)
  in connectAnalogInputsToMcu so SPICE node voltages reach the right ADC
  channel.
- Recognise /^PB\d+$/ in collectPinStates.pinNameToArduinoPin so wires
  named "PB1" emit v_attiny85_pb1 V-source and the LED responds to MCU
  writes. Previously every PB-wire returned -1 and SPICE saw no source.
- SimulatorCanvas: subscribe pin 1 (PB1) for the built-in LED on the
  attiny85 board kind (Digispark convention), instead of falling through
  to the pin-13 default.
- Attiny85Element: remove the hand-drawn "yellow LED" circle that was
  floating above the chip. The bare DIP-8 has no on-board LED; examples
  wire a real wokwi-led + resistor instead.
- examples.ts: add a real wokwi-led + 220 Ohm wokwi-resistor + wires to
  attiny85-blink, and add missing series resistors to attiny85-button-led
  and attiny85-ntc-sensor. attiny85-pwm-fade was already correct.

Custom-chip pipeline (CustomChipPart + simulatorBridges):
- Add a requestAnimationFrame loop that calls instance.tickTimers() every
  frame in CustomChipPart. Chips that register vx_timer_create (e.g. an
  i8080 stepping its core, or a sensor publishing samples) had timers
  added to the queue but nothing fired them; tickTimers was dead code.
- Gate the ESP32 backend path with detectSimulatorKind(sim)==='esp32'.
  The previous `typeof sim.registerSensor === 'function'` check matched
  AVR and RP2040 simulators too (they expose registerSensor for I2C
  sensor proxies), routing client-side chips to a non-existent ESP32
  worker on those boards.
- Replace direct simulator.usart.writeByte calls in avrUartTx with a
  JS-level FIFO + setTimeout(1ms) drainer. avr8js writeByte drops bytes
  under burst load (a chip emitting print_string lost ~99% of bytes via
  non-immediate, or kept only the last byte via immediate). The drainer
  attempts one non-immediate write per tick and retries on RXC busy /
  RXEN off. Added a guard for ATtiny85 (no USART -> would queue forever).

End-to-end verified: i8080-banner-streamer now prints the boot banner
followed by "uptime ticks: 0xNN" lines stepping every ~50 ms, executing
real Intel 8080 instructions inside the WASM chip.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 18:10:08 -03:00
David Montero Crespo 16f168ba7f feat(board-options): per-board options modal + persistence
Adds a new BoardOptionsModal accessible from the EditorToolbar that exposes
per-board options (currently used for board-specific compile flags). Wires
the modal through:

- types/boardOptions.ts            new BoardOptions shape
- types/board.ts                   BoardInstance gains `boardOptions` + `spiffsFiles`
- store/useSimulatorStore.ts       boardOptions persisted in loadProjectState
- components/editor/EditorToolbar.tsx     button to open the modal
- components/simulator/BoardOptionsModal.{tsx,css}  the modal itself
- components/simulator/SimulatorCanvas.tsx  passes the options through
- utils/projectPayload.ts          board options serialised in saved projects
- pages/ProjectByIdPage.tsx        re-includes the by-id loader needed for
                                   project URLs that reference boards with
                                   their persisted options.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 21:50:45 -03:00
David Montero Crespo a177471ed0 fix(sensor-panel): per-sensor state when switching between same-type sensors
Clicking a second photoresistor (or any second sensor of the same
metadataId) showed the previously-clicked sensor's slider value because
the panel was reused across clicks and its useState only ran once. The
mount useEffect also unconditionally dispatched config defaults, which
would have wiped any prior customisation if we naively remounted.

Three changes:

- SensorUpdateRegistry caches the last-dispatched values per componentId
  (and clears them on unregister) so the panel has a place to read from.
- SensorControlPanel hydrates from that cache on mount, falling back to
  config defaults only when the sensor has never been touched. The
  default-dispatch useEffect skips when cached values already exist.
- SimulatorCanvas keys the panel on sensorControlComponentId, forcing a
  fresh mount when the user switches sensors — without that, hydration
  wouldn't run on subsequent opens.
2026-05-16 22:28:52 -03:00
David Montero Crespo f73697c59b fix(sensor-panel): stop mousedown so the slider drags instead of panning
The previous fix opened the SensorControlPanel on a desktop sensor
click during simulation, but the slider thumb still couldn't be
dragged — the canvas pan handler claims any left mousedown that isn't
explicitly stopped, so grabbing the slider was panning the canvas.

The panel only stopped click events. We now stop mousedown and
pointerdown on the panel wrapper as well, so input[type=range] gets
its native drag and the pan handler stays out.
2026-05-16 20:56:24 -03:00
David Montero Crespo 286b378d8e fix(canvas): sensors open slider panel on desktop click during run
Commit 77a63ca made handleComponentMouseDown return early while the
simulator was running so clicks on pushbuttons / switches / pots would
reach the wokwi-element shadow DOM. That was correct for components
whose interaction lives inside the Web Component, but wrong for sensors
(photoresistor, DHT22, MPU6050, NTC, gas, flame, sound, joystick, tilt,
PIR, ultrasonic, BMP280) whose only interaction is the React-side
SensorControlPanel we open ourselves. Their mousedowns were bubbling to
the canvas pan handler — the user saw the grab cursor and no panel.

Touch already handled this correctly: tap-up checks SENSOR_CONTROLS and
opens the panel even while running. The mouse path now mirrors that —
if interactionRunning is true we only short-circuit for non-sensors.
2026-05-16 20:40:38 -03:00
David Montero Crespo 77a63ca10b fix(canvas): three desktop interaction bugs
Mobile was working fine; desktop had a string of issues that surfaced
together on the Pico Doom example after the simulator/wiring fixes.

1. Selection action bar appeared during simulation, intercepting button
   presses. handleComponentMouseDown unconditionally called
   e.stopPropagation() + setSelectedComponentId, so clicking a wokwi-
   pushbutton on a running canvas ate the mousedown — the
   button-press event never fired and the floating Rotate/Delete bar
   popped up on top of the button. Now: while running, the handler
   returns early so the event propagates to the underlying component
   and the canvas stays read-only.

2. The selection action bar was always visible on desktop. It was
   introduced as the primary delete UI for touch devices (no Delete
   key, no right-click), but it kept showing on mouse-and-keyboard
   too — covering pins and intercepting clicks. Now gated on
   isTouchDevice (already wired via useIsCoarsePointer) AND !running.
   Desktop users keep Delete key + right-click context menu for the
   same operations.

3. Left-click drag on the canvas background didn't pan. Pan was
   limited to middle/right click. Now left-click on empty canvas
   panning works too (component mousedowns stopPropagation so they
   still drag the component, not the camera). Wiring mode keeps left
   click for waypoint drops, so the pan only kicks in when not in
   wire mode and not in a property dialog. Matches Figma / Miro /
   draw.io convention.

Build verified.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 23:59:32 -03:00
David Montero Crespo 1e4d78fda5 fix(board): raspberry-pi-pico renders a real Pico, not Nano RP2040 Connect
The 'raspberry-pi-pico' boardKind used to render <NanoRP2040> — a
<wokwi-nano-rp2040-connect> Web Component. That's a completely
different board: it has pin labels D2..D13 / A0..A7 / 5V / VIN,
and a horizontal 168×68 layout. The actual Raspberry Pi Pico has
GP0..GP28 / 3V3 / VBUS / VSYS and is vertical-narrow (105×264).

Symptom: every wire in a Pi-Pico example that referenced a real Pico
pin (GP10, GP18, 3V3, GND.5, etc.) silently fell back to (0, 0) in
pinPositionCalculator — the calculator looks up `element.pinInfo`
by name, doesn't find GP* on the Nano RP2040 Connect component, and
returns the board's top-left corner. The Pico Doom example was the
loudest casualty (cables to the corner instead of the TFT), but
seven other GP-style examples (pico-7segment, pico-button-led,
pico-rgb, pico-dht22, pico-doom-raycaster, plus pico-ntc/pico-joystick
which use A0/A1 aliases that map to GP26/GP27) all silently routed
to nowhere.

Fix is a two-liner: 'raspberry-pi-pico' shares the same case as
'pi-pico-w' (both use the same Web Component because the Pico and
Pico W are pin-compatible). BOARD_SIZE updated to 105×264 to match
the real Pico footprint. Dropped the now-unused NanoRP2040 import.

Known regression — eleven older examples (pico-blink, pico-serial-led-
control, pico-i2c-scanner, pico-i2c-rtc-read, pico-i2c-eeprom-rw,
pico-spi-loopback, pico-adc-read, pico-multi-protocol, pico-hcsr04,
pico-pir, pico-servo) were wired against D2..D12 of the wrong board.
Their wires will now land at (0,0). Those examples' sketches were
written for the Pi Pico (use LED_BUILTIN = GP25, A0..A3 = GP26..GP29)
so the wires were ALREADY electrically nonsense — they connected
external components to pins the sketch never touched. Visible bug
trades silent bug; both need a follow-up commit to rewire each one
to the Pico pin its sketch actually expects.

Combined with the earlier MADCTL fix (6edc715) and the SPI adapter
fix (6a7b721), Pico Doom should now finally render end-to-end on
velxio.dev.

Build verified (vite OSS+pro, 285 SEO pages).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 00:31:19 -03:00
davidmonterocrespo24 6242b7f16b fix(minimap): hit-test against clamped rect + shrink to 100x75
Two unrelated minimap issues from user feedback:

1. Click on the red viewport rect was sometimes teleporting the
   canvas instead of starting a drag.  Cause: insideRect compared
   click coords against the UNCLAMPED rectX/rectY/rectW/rectH, but
   the rendered rect uses clampedX/clampedY (which differ when the
   user pans past a world edge).  The user clicked on the visible
   red rect, but the logical rect was off-minimap → insideRect
   returned false → fell through to the teleport branch.

   Fix: compute clamped values once at the top, render and hit-test
   against the same values.  Drag now only fires when the click
   really lands inside the visible rect.

2. The 140x105 default still ate too much canvas at typical zoom.
   Drop to 100x75 (12% of world width by 2.5%, same proportions as
   the world).  Mobile breakpoint dropped to 90x68 to stay
   proportionally smaller on phones.
2026-05-14 22:53:34 +02:00
davidmonterocrespo24 218a891c6d feat(minimap): shrink to 140x105 + red viewport rect
User feedback: the default 200x150 minimap eats too much of the
canvas-content area on a typical 13"/14" laptop, and the white
viewport rectangle against a dark canvas blends with the boards
once enough components are placed.

Drop the desktop default down to the size we already use on phones
(140x105 — the mobile media query still wins on screens ≤720px so
that block continues to apply identically). At this size the rect
becomes the focal indicator of where you are in the world; switch
its outline to brand red (#ef4444 — Tailwind red-500) with a faint
red fill so it pops without overpowering the boards (which stay
brand blue).

Body of the work is two number changes + two color tokens; the
rest of the component logic (pointer routing, world rendering,
clamping) is untouched.
2026-05-14 22:32:42 +02:00
davidmonterocrespo24 dcf98fd0e5 feat(canvas): minimap with draggable viewport in the bottom-right corner
Renders a 200×150 px overview of the whole 4000×3000 world in the
bottom-right corner of .canvas-content. Boards show as filled blue
rectangles, components as small white dots, and the current viewport
appears as an outlined rectangle the user can drag to pan.

Geometry mirrors the canvas's existing pan+zoom model:
  SCALE_X = MINIMAP_W / WORLD_W = 0.05
  rect.x = -pan.x / zoom * SCALE_X
  rect.w =  viewport.width / zoom * SCALE_X

Two interaction modes, decided at pointerdown by hit-testing the
rectangle:
  - Inside the rect  → drag-pan: keep updating pan as the pointer
    moves, with delta in minimap-px converted back to world units
    by (delta / SCALE) * zoom.
  - Outside the rect → teleport: re-center the viewport on the
    clicked world point.

Pan is clamped so the viewport rectangle never escapes the minimap
bounds (matches the canvas's implicit world boundaries at 4000×3000).
ResizeObserver on the canvas-content keeps the rect accurate when
the user toggles side panels or resizes the window.

Mobile: at ≤720 px width the minimap shrinks to 140×105 px so it
doesn't eat too much of the canvas. Touch events go through the same
pointerdown / pointermove path — no separate touch code path needed
thanks to Pointer Events.

Bundles with: matching CSS file, import + JSX hookup inside
.canvas-content's render tree.
2026-05-13 22:29:46 +02:00
davidmonterocrespo24 d193954c2f feat(canvas): drag-threshold lets users move parts while running
Closes the long-standing "components are frozen during simulation"
complaint. Once the user clicked Run, interactive wokwi parts
(pushbuttons, slide-switches, potentiometers …) called
stopPropagation in their bubble-phase mousedown handlers and the
canvas's React onMouseDown never fired — so dragging them to
rearrange the layout was impossible without first stopping the sim.

Two surgical changes:

1. DynamicComponent.tsx switches the wrapper from `onMouseDown` to
   `onMouseDownCapture`. Capture phase runs before the inner
   wokwi-element, so the canvas sees the mousedown regardless of
   stopPropagation downstream. The existing posDiff < 5 check in
   mouseup keeps disambiguating click vs drag: a click still falls
   through to the wokwi-element's own mousedown/up for button-press
   semantics, only sustained movement promotes to a drag.

2. SimulatorCanvas.tsx's touch path used to early-return on touchstart
   when interactionRunning + .web-component-container, killing any
   chance of a touch-drag. Now we remember the touch's start position
   in pendingTouchDragRef and let the browser keep synthesizing mouse
   events for the wokwi-element. If the finger drifts past
   DRAG_PROMOTE_THRESHOLD_PX (8 px) onTouchMove cancels the
   passthrough and starts a real component drag — dispatching a
   synthesized mouseup on the original target so the wokwi-element
   doesn't stay visually pressed mid-drag.
2026-05-13 16:51:52 +02:00
David Montero Crespo 083e0df732 fix(canvas): board-less SPICE switches toggle on click instead of opening property dialog
In digital / analog board-less examples the user clicks a slide-switch
or pushbutton expecting it to flip its state. Until this commit the
component property dialog opened instead and the click never reached
the wokwi-element underneath, so:

  - The user couldn't change switch state through the canvas at all.
  - With no state change the SPICE solver kept the old netlist, and
    every downstream LED stayed dark — the symptom that read as
    "voltages change but no LED lights".

Root cause was the gating: SimulatorCanvas only suppressed the
property dialog when `useSimulatorStore.running` was true, but that
flag is bound to an MCU's start/stop. Board-less circuits have no MCU
to start so `running` is permanently false, even when the SPICE engine
has been live since the example loaded.

New derived flag `interactionRunning = running || (boards.length === 0
&& !electricalPaused)` — true whenever the user is in an "interactive"
session, MCU or SPICE-only. Used in three click-handling paths:

  - SimulatorCanvas mouse-up handler: dialog is suppressed and the
    click falls through to the wokwi-element (line 1395).
  - SimulatorCanvas touch-start passthrough: same for touch (line 474).
  - SimulatorCanvas touch-end short-tap: same for tap (line 774).

Also propagated to DynamicComponent so the cursor becomes pointer (not
move) for interactive parts in board-less mode — visual cue that the
user can click instead of just drag.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 23:34:58 -03:00
David Montero Crespo 71616e580d Add end-to-end tests for ESP32 I2C functionality and circuit verification
- Implemented `i2c-esp32-real-firmware.test.ts` to test ESP32 I2C communication via backend and WebSocket.
- Created `load-example-transitions.test.ts` to ensure proper loading of examples between board-less and board-based contexts.
- Added `CircuitVerificationModal.tsx` to display circuit verification results before running simulations.
- Developed `circuitVerifier.ts` to perform pre-flight checks for circuit safety, identifying potential issues like short circuits and component overloads.
- Introduced minimal ESP32 I2C master sketch `esp32_i2c_writer.ino` for testing I2C transactions.
2026-05-12 16:55:15 -03:00
David Montero Crespo dec7a6ec56
Merge pull request #167 from naweiss/fix/wire-boxes
Fix wire hovering in desktop mode
2026-05-11 12:23:05 -03:00
David Montero Crespo 8de51da5a5 feat(simulator): wire color palette from PR #170 + Copilot suggestions
- Add color picker button to SelectionActionBar for wire selections
- Toggle palette using WIRE_KEY_COLORS swatches
- Pass currentColor and onColorChange from SimulatorCanvas
- Reset showPalette on kind/onColorChange change (Copilot suggestion)
- Use t('editor.selectionBar.changeColor') for title/aria-label (Copilot suggestion)
- Add changeColor i18n key to all 9 locale files

Co-authored-by: naweiss <naweiss@users.noreply.github.com>
2026-05-11 12:14:36 -03:00
naweiss fff98915f5 Fix wire hovering in desktop mode 2026-05-11 08:41:51 +03:00
davidmonterocrespo24 7edb0a6499 fix(editor): add missing useTranslation import in SensorControlPanel
Block 9 added `const { t } = useTranslation()` at line 50 but forgot the
matching `import { useTranslation } from 'react-i18next'`. The component
then crashes the moment a user clicks a sensor on the canvas with
`Uncaught ReferenceError: useTranslation is not defined`, taking the
whole simulator render tree down.
2026-05-10 00:16:03 +02:00
David Montero Crespo aae3ab1c5c feat(i18n): translate small editor remates + admin internals (Blocks 11+12)
Block 11 — small editor surfaces
- PinPickerDialog: close, filter pins, no-match, rotate / delete
  action buttons.
- RaspberryPiWorkspace: connection status (Connected / Starting…
  / Offline), Start Pi button + tooltip, Connect / Disconnect
  buttons + tooltips, Terminal tab label, file-tab close, the
  full offline overlay (title / subtitle / start CTA / two-line
  note about the staging area), terminal-loading + no-file-
  selected fallbacks.
- GitHubStarBanner: aria-label, title, body copy, Star CTA,
  dismiss button.
- ExampleLoaderPage: "Loading example…" status, "Example {{id}}
  not found." 404 line, "Browse all examples" recovery link.
  /editor and /examples links wrapped in localize().

Block 12 — admin-only internals (only admins ever see these)
- AdminBoardsTab: section headings ("By board family" / "By
  exact FQBN"), full table column headers (Family / FQBN /
  Compiles / Errors / Success rate / Runs / Distinct users /
  Distinct projects), range selector label, no-data fallback,
  load-failed error.
- AdminDashboardTab: 8 KPI cards (Total users / Total projects
  / Compiles / Runs / DAU / WAU / MAU / Public-Private), all
  chart titles + subtitles (Activity over time, Compiles by
  board family, Board diversity for pricing signal, Top FQBNs,
  Top countries with Cloudflare disclaimer, Top users / Top
  projects), table column headers, no-data fallbacks, load
  errors. Pluralised "{{count}} board(s)" via i18next plurals
  in the diversity pie chart.
- UserActivityModal: title with username interpolation, subtitle,
  range selector label, table column headers (Date / Project /
  Compiles / Errors / Runs / Saves), pluralised
  "{{count}} project(s)" line, deleted-project / no-project
  placeholder strings, no-activity empty state, load-failed.

All 8 non-English locales auto-translated via the
`scripts/translate-i18n.mjs` DeepSeek pipeline (one --force run,
~7 min). sameShape() validation passed on every output.
2026-05-09 16:22:16 -03:00
David Montero Crespo 99156c9c9d feat(editor): translate Oscilloscope + property dialog + selection bar + console + custom chips + sensor + board picker (Editor block 9)
This commit closes the cluster of small editor surfaces that touch
the active simulation experience. Every visible control on these
panels now reads from t() keys.

Translated:
- Oscilloscope panel (title, Add Channel button + tooltip, Time/div
  label, Run / Pause toggle copy + tooltips, Clear, empty-state copy
  + hint, per-channel remove tooltip).
- ComponentPropertyDialog (close, pin-roles header with two
  wire-mode variants, Arduino Pin label, rotate / delete buttons +
  the inline confirm-delete prompt with name interpolation).
- SelectionActionBar (toolbar aria-label, Rotate / Delete / Deselect
  with kind-aware delete labels for wire / component / board).
- CompilationConsole (Output title, error / warning badge counts
  with i18next pluralisation, filter dropdown, autoscroll label,
  Clear + Close icon tooltips, empty-state).
- CustomChipDialog (header with chipName interpolation, Examples /
  Editor tabs, Attributes panel header, compile status messages
  including the "✓ Compiled — N KB" success line, footer
  Cancel / Save & Place / Compile first buttons).
- SensorControlPanel (close button).
- BoardPickerModal (Add Board heading).

Translation pipeline
- en.json gets the new keys hand-curated.
- The 8 non-English locales were auto-translated via DeepSeek
  using the existing scripts/translate-i18n.mjs pipeline (one
  --force run, ~1 min total). Output validated with sameShape()
  before write so any LLM-introduced key drift would have failed
  loudly.

Quality note
- DeepSeek's translations now cover the entire bundle, including
  earlier hand-translated content. Tone may differ slightly from
  the prior hand passes but the meaning is consistent and brand /
  technical terms (Velxio, ngspice-WASM, ATmega328P, ESP32-C3,
  etc.) are preserved unchanged in every locale per the prompt
  invariants.
2026-05-09 12:25:30 -03:00
David Montero Crespo ea290d0c22 feat(editor): translate InstallLibrariesModal + SerialMonitor (Editor block 8)
InstallLibrariesModal — auto-install prompt that fires when an
example needs libraries:
- Title, subtitle (with the "Installing X of Y" progress
  interpolation, the all-done success state, and the singular /
  plural prompt explaining the requirement count).
- Per-row status badges (pending / installing… / installed /
  error) plus the Wokwi-hosted-library tooltip.
- Footer buttons: Close / Skip / "Install All ({{count}})" with
  loading variant.

SerialMonitor — multi-board tabbed serial console:
- Empty-state when no board is on the canvas.
- Right-side tab controls: Autoscroll checkbox, Clear button +
  tooltip.
- The "(Open IoT Gateway)" inline link rendered next to detected
  AP IP addresses.
- Output-area placeholders for the running-but-no-data and
  before-start states.
- Send button + input placeholder (different copy for MicroPython
  REPL vs raw Serial input).
- The line-ending dropdown options (None / Newline / Carriage
  return / Both).

Hand-translated for all 9 locales. Hotkeys (Ctrl+C) and dropdown
values stay untranslated (constants the firmware reads).

Pending in Phase 3:
- Oscilloscope panel, custom-chip dialog, sensor control panel.
- ComponentPropertyDialog (per-component property forms).
- Admin / Profile / Project pages.
- Long-form docs prose (DocsPage 2715 lines, AboutPage long
  paragraphs).
- 15 SEO landing pages (intentionally English for keyword targeting).
2026-05-09 11:35:22 -03:00
David Montero Crespo c1b0398c0d feat(editor): translate ComponentPicker + LibraryManager modals (Editor block 7)
ComponentPickerModal — the "Add Component" dialog:
- Header (title + close button), search input placeholder + clear,
  category tabs (All Components / Boards), loading + empty-state
  copy, "Clear filters" button.

LibraryManagerModal — the Arduino library browser:
- Window title, Search / Installed tabs, filter input placeholder.
- Search-tab states: searching-for-query, generic loading, no
  results (with optional query interpolation).
- Per-library row: "by {{author}}" caption, Install / Installing /
  Uninstall / Uninstalling button labels.
- Installed-tab empty-state with the prompt to use the Search tab.

Brand and product names left untouched ("LIBRARY MANAGER" stays
all-caps in English; the localised variants follow each language's
convention for product UI titles). Hand-translated for all 9
locales.

InstallLibrariesModal still pending — it's the auto-install
prompt that fires when an example needs libraries; smaller scope
but lives in the same area.
2026-05-09 11:29:07 -03:00
David Montero Crespo ecc35f72cb feat(editor): translate SimulatorCanvas header + remove dialog (Editor block 4)
The canvas header (the bar above the simulation area) and the
"Remove board?" confirmation dialog now read from i18n.

Translated:
- Status dot tooltip (Running / Stopped).
- Active board selector tooltip + "No board" placeholder + the
  hint that prompts the user to add a board.
- Undo / Redo buttons: aria-label, dynamic title with the action
  description and the empty-state fallback. Action descriptions
  themselves stay untranslated (they come from the editor history
  store as English literals — translating them would mean reaching
  into a different store; deferred).
- Serial Monitor and Oscilloscope toggles (button title + label).
- Zoom in / out / reset-view buttons.
- Component count tooltip + Add Component button.
- The error-banner Dismiss button.
- "Remove board" item in the right-click menu, with a localised
  "(N wires)" parenthetical via i18next pluralisation.
- The full removal confirmation dialog: title with board label
  interpolation, body copy with optional connected-wires sentence,
  Cancel + Remove buttons.

Pluralisation uses i18next's _one / _other (and _few / _many for
Russian) suffixes so wire counts read naturally per language.

Hand-translated for all 8 non-English locales. Untouched (deferred):
the property dialog, custom-chip dialog, sensor control panel, and
the various inline tooltips on board pins and wire endpoints —
those are denser and benefit from a separate pass.
2026-05-09 03:20:36 -03:00
David Montero Crespo b42f815b49 feat(components): swap BMP280 + ATtiny85 to fritzing art
The hand-drawn SVGs in Bmp280Element.ts and Attiny85Element.ts were
functional but obviously amateur next to a real Fritzing-drawn part.
Both components now mount the equivalent Fritzing breadboard SVG as a
public static asset (`<image href>` in the shadow DOM SVG), with pin
coordinates remapped to the new artwork and pin-name labels overlaid
on top so the user can still read each connector at a glance.

frontend/public/component-svgs/bmp280.svg (new)
  Verbatim copy of third-party/fritzing-parts/svg/core/breadboard/
  bmp180_breadboard.svg. The Adafruit BMP180 breakout is the
  mechanically identical Bosch predecessor — same I2C interface,
  same 4-pin pinout. Pin labels lifted from the matching .fzp.

frontend/public/component-svgs/attiny85.svg (new)
  Verbatim copy of the Fritzing ATtiny85 DIP-8 breadboard art.

Bmp280Element.ts
  Width 80×100 px (Fritzing aspect 28.35:35.43 ≈ 0.8:1, exact uniform
  scale of 2.822 px/mm). Pin coords for SDA / SCL / GND / VCC matched
  to the connector centres in the source SVG. Pin labels overlaid on
  top. Existing wired example (esp32-bmp280) re-routes automatically
  because the wire system reads coords by pin name from pinInfo.

Attiny85Element.ts
  Width 160×132 px (Fritzing aspect 28.801:23.768 ≈ 1.21:1, exact
  uniform scale of 5.555 px/mm). The Fritzing layout puts pins on the
  TOP and BOTTOM edges (4 each), not LEFT and RIGHT like the older
  hand-drawn version. Pin coords land on clean numbers
  (x ∈ {20, 60, 100, 140}, y ∈ {6, 126}). Built-in LED on PB1 stays
  as an overlaid circle outside the chip body.
  Wires in the existing attiny85-* examples re-route automatically by
  pin name; external components positioned to the right of the chip
  may need a manual nudge for clean routing — but they work.

frontend/src/components/simulator/BoardOnCanvas.tsx
  attiny85: { w: 160, h: 100 } → { w: 160, h: 132 } to match the new
  aspect ratio. Same width as before so the chip occupies the same
  horizontal slot in existing example layouts.

scripts/component-overrides.json
  BMP280 thumbnail updated to mirror the Fritzing colour scheme
  (dark blue PCB, BMP180 silkscreen, four gold connector circles)
  so picker and canvas feel consistent.

frontend/public/components-metadata.json
  Regenerated.

docs/THIRD_PARTY.md
  New "Fritzing parts library" section. Both new assets are listed
  with their upstream paths plus the CC-BY-SA licence and link to
  the parts repo. Future Fritzing copies must be added there too.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 23:06:44 -03:00
David Montero Crespo bba935f93d fix(serial-monitor): strip ANSI escape sequences from board output
Beta testers saw raw `[0;32m` and `[0m` text mixed into the serial
monitor for several ESP32 examples. Those are ANSI SGR escapes the
ESP-IDF logger emits to color INFO/WARN lines on a real terminal. Our
<pre> renders them literally because there was no ANSI handling in
the path.

Strip the SGR sequences (`\x1b\[[0-9;]*m`) before the IP-linkifier so
the user only sees plain text. Combined with the sdkconfig change that
drops the default log level to WARN, the ESP32 output is now as clean
as the AVR output.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 16:32:59 -03:00
David Montero Crespo 2bcc8a62ee feat(canvas): inline two-step delete confirm in ComponentPropertyDialog
Replaces the window.confirm("Delete X?") modal with a footer that flips
into a "Delete X?" prompt + Cancel / Delete pair when the user arms the
delete. Less jarring on mobile (no native dialog), keeps the user's
flow inside the property panel.
2026-05-08 12:25:13 -03:00
David Montero Crespo 0fcd6221b5 fix(canvas): use lucide-react Undo2/Redo2 for the toolbar icons
The two hand-rolled curved-arrow SVGs I drew in bd5fd18 looked off — the
arrowheads were misaligned and the curve clipped at the bottom of the
viewBox. Swapped both for the canonical lucide-react icons (Undo2 /
Redo2), which match the visual weight + alignment of the rest of the
toolbar.

lucide-react was already in the OSS deps (added when other parts of the
app started using it). No new dependency.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 12:19:50 -03:00
David Montero Crespo bd5fd18756 feat(canvas): keyboard shortcuts + toolbar undo/redo buttons
UI-facing half of the undo/redo feature. Combined with the previous two
commits, Ctrl+Z (or the toolbar button) now reverses every canvas
mutation: add/remove component, move, rotate, set property, add/remove
wire.

EditorPage.tsx:
- New window-keydown effect for Ctrl+Z / Ctrl+Y / Ctrl+Shift+Z (and the
  Cmd equivalents). Uses the same input/textarea/contenteditable guard
  as the existing Ctrl+S handler — Monaco's per-file undo and the AI
  chat composer keep their own behaviour.

SimulatorCanvas.tsx:
- Two icon buttons (undo + redo) added to the canvas header, between
  the board selector and the Serial Monitor toggle. Tooltip surfaces
  the next command's description ("Undo: Add LED (Ctrl+Z)") so the
  user knows exactly what's about to revert. Buttons disable when the
  stack is empty in that direction.
- New `canvas-icon-btn` CSS class for square 32×32 icon-only buttons
  (matches the visual weight of the existing Serial button without
  the label).
- Subscribes to history / historyIndex via store selectors so the
  buttons re-render reactively as commands are pushed/undone.

No new tests — the store-level coverage from 99ed22b already exercises
undo/redo round trips. UI affordances are wired pass-through to those
store APIs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 12:11:53 -03:00
David Montero Crespo df8e666aa3 feat(canvas): SimulatorCanvas routes mutations through record* actions
Wires every user-initiated canvas mutation in SimulatorCanvas to the
recorded variants added in 99ed22b, so Ctrl+Z (next commit) can roll
each one back as a single step.

Routed through record*:
- handleSelectComponent (picker → add) → recordAddComponent
- Delete keyboard handler (selectedComponentId branch) → recordRemoveComponent
- handleRotateComponent → recordRotate (still mutates live via
  updateComponent so the rotation visually applies; record stores the
  prev/next angles for undo)
- Drag → recordMove on mouseup. Captures component.x/y at mousedown in
  a new dragStartPosRef and only records on actual drag-end (skips the
  click branch that just opens the property dialog).
- Pin-click "finish wire" path → calls finishWireCreation (which
  atomically appends the wire) then pushes a CanvasCommand for that
  wire with applyNow:false (state is already at post-add).
- Selected-wire delete (keyboard + SelectionActionBar + PinPickerDialog)
  → recordRemoveWire
- Selection action bar component delete → recordRemoveComponent
- Pin picker dialog component delete → recordRemoveComponent
- ComponentPropertyDialog onPropertyChange → updateComponent applies
  live, then recordSetProperty captures prev/next so Ctrl+Z reverts the
  value without re-running the raw mutation.

Cleaned up unused destructures of addComponent / removeComponent /
removeWire from the original useSimulatorStore() call — every call site
now uses the record* equivalents.

No new keyboard shortcuts or toolbar buttons in this commit; that's
landing next.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 12:09:20 -03:00
David Montero Crespo c20a7498fc feat: add touch-friendly components for improved mobile usability
- Implemented PinPickerDialog for selecting pins on touch devices.
- Added SelectionActionBar for managing selected items with touch actions.
- Created WireModeBanner to provide feedback during wire creation.
- Introduced useTouchDevice utility for detecting coarse pointer input.
- Refactored WireLayer to utilize useIsCoarsePointer for touch detection.
2026-05-08 11:12:26 -03:00
David Montero Crespo 70cc8c2e11 feat(editor): view-mode toggle, agent-chat slot, toolbar polish
Changes that ship to OSS — all benign for self-hosters, but most are
extension points the velxio-prod overlay (and any private fork) needs to
plug an in-editor AI chat into the page.

Editor:
- 3-way view-mode toggle (code / both / circuit) in the unified toolbar.
  Lets users hide a pane to give a right-docked sidebar (e.g. the AI
  chat overlay) more breathing room. Persisted in useEditorStore.
- Default file explorer narrower (210 → 165 px); min 110.
- Removed the redundant `tb-board-pill` (icon + "Editing: X" tooltip);
  the BoardSelector dropdown elsewhere already shows the active board.
- Inlined Import/Export/Upload-firmware buttons; the 3-dot overflow
  menu gave up too much discoverability. Removed dead overflow state.

Simulator:
- Fix: global Delete/Backspace handler in SimulatorCanvas no longer
  fires when the event target is an INPUT/TEXTAREA/SELECT/contentEditable
  — affected any in-page text field, not just the chat overlay.

Overlay extensibility:
- New `data-velxio-slot="agent-chat"` at the bottom of EditorPage so
  pro overlays can portal a chat panel into the editor without
  forking the page.
- vite.config.ts: preserveSymlinks=true when VITE_PRO_BUILD is set.
  Lets local-dev junctions (overlay tree → frontend/src/pro) resolve
  bare imports back to the OSS node_modules without resolving symlinks.

Deps:
- Added react-markdown + remark-gfm (rendered chat output) and
  @google/genai + zod (overlay agent loop). Tree-shaken from the OSS
  bundle when no pro code imports them.

gitignore:
- Ignore backend/app/pro/ and frontend/src/pro/ junctions used by
  developers running a private overlay against the OSS dev server.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 00:56:51 -03:00
David Montero Crespo 36914e209c feat(webcam): universal compatibility — any webcam on any PC ✅
User goal: ESP32-CAM live preview that works with any webcam,
regardless of resolution, brand, or scene complexity. The previous
fixed-quality 0.28 was fragile (intermittent decode errors on
moving/textured scenes) and capped visual quality unnecessarily.

Two-layer fix; either alone is insufficient:

LAYER A — Bounded JPEG encoder (frontend, this repo)
  frontend/src/hooks/useWebcamFrames.ts:
    encodeBoundedJpeg() walks a quality ladder [0.6, 0.5, ..., 0.1]
    until the JPEG fits in MAX_FRAME_BYTES (23 000). If even q=0.1
    overshoots — extreme HD/4K scenes — falls back to a 240×180
    downscaled canvas at q=0.4. Guarantees every emitted frame fits
    the deliverable budget regardless of webcam hardware.

    The hook now exposes lastQualityUsed + lastDownscaled so UI can
    surface when auto-tuning kicks in.

  frontend/src/components/simulator/CameraToggle.tsx:
    Tooltip shows "(auto-tuned to q=0.X)" or "(auto-downscaled, q=0.X)"
    while streaming so users see what the encoder picked.

LAYER B — Multi-lap descriptor ring walker (qemu-lcgamboa, submodule)
  Bumps the QEMU per-frame deliverable cap from 8 KiB to ~32 KiB by
  letting the walker reset the descriptor ring up to 4 times per
  VSYNC. Submodule pointer bumped to eb8b7a5d.

Combined, the demo now supports:
  - Cheap 480p webcams: q=0.6, 5-10 KiB JPEGs, sharp
  - Logitech mid-range:  q=0.5-0.6, 8-15 KiB JPEGs, sharp
  - HD 1080p webcams:    q=0.4-0.6, 15-23 KiB JPEGs, sharp
  - 4K complex scenes:   downscaled, still readable

Documented as bug closure in:
  test/test-esp32-cam/autosearch/15_universal_webcam_compat.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-03 00:48:24 -03:00
David Montero Crespo c068612077
Merge pull request #137 from davidmonterocrespo24/esp32-cam
Esp32 cam
2026-05-02 22:40:06 -03:00
David Montero Crespo e73c1d341c feat: ESP32-CAM emulation with webcam frame bridge
First open-source end-to-end emulation of the AI-Thinker ESP32-CAM
in QEMU, paired with a browser webcam → firmware bridge so users can
develop camera sketches without hardware. Status: esp_camera_init()
returns ESP_OK; OV2640 chip-id verifies (PID/VER/MIDH/MIDL exactly
match the datasheet); GPIO 25 VSYNC NEGEDGE interrupt enabled by
the upstream driver. Final piece (cam_task accepting frames) is in
progress — descriptor walker fix landed in this commit.

Backend (Python/FastAPI):
- simulation.py: camera_attach/frame/detach WS handlers
- esp32_worker.py: ctypes binding to velxio_push_camera_frame +
  feature-detection fallback for older DLLs
- esp32_lib_manager.py: forward camera commands to the worker stdin
- esp-idf-template/main/CMakeLists.txt: esp32-camera headers added
  via add_prebuilt_library + REQUIRES driver (resolves i2c_master_*
  symbols). LED_BUILTIN=2 fallback for sketches that hardcode it.

Frontend (React/TS):
- EditorToolbar.tsx: ESP32-CAM (and the rest of the ESP32 family)
  added to isQemuBoard list — Run button now starts the QEMU bridge
  for these boards instead of falling through to the AVR path
- useWebcamFrames.ts: getUserMedia → OffscreenCanvas →
  toBlob('image/jpeg') → base64 → WS at ~10 fps
- CameraToggle.tsx: header button with status colors + frame counter
- SimulatorCanvas.tsx: render CameraToggle for esp32-cam boards
- Esp32Bridge.ts: sendCameraAttach/Frame/Detach + chunked btoa
- useSimulatorStore.ts: diagnostic log on compileBoardProgram
- components-metadata.json: regen including esp32-cam component

Submodule pointer:
- wokwi-libs/qemu-lcgamboa → ff8eee0 (camera devices commit on
  davidmonterocrespo24/qemu-lcgamboa branch picsimlab-esp32)

Investigation + tests in test/test-esp32-cam/:
- 13 autosearch markdown docs (overview, SOTA, OV2640 spec, DVP/I2S
  spec, build blueprint, blockers resolved, descriptor walker fix)
- 5 sketches (camera_init, sccb_probe, dma_smoke, frame_roundtrip,
  webcam_demo) + 8 live + WS regression tests
- README with the user-facing flow

.gitignore:
- libqemu-*.dll.{pre-camera,new,bak} (rollback points, regenerated)
- wokwi-libs/esp32-camera/ (clone consumed by arduino-esp32 path,
  not part of this repo)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 19:29:01 -03:00
ZhadowValker cc43a956ba feat: Add library version management and uninstall functionality
Backend:
- Add version field to InstallLibraryRequest
- Add fallback and requested_version to InstallResponse
- Add DELETE /api/libraries/uninstall endpoint
- Enhance install_library() for versioned installs (LibName@version)
- Add semver validation and fallback logic
- Add uninstall_library() method
- Fix _parse_version() to reject non-numeric version parts

Frontend:
- Update installLibrary() with optional version parameter
- Add uninstallLibrary() and resolveLibraryVersion() helpers
- Add version selector dropdown in Library Manager
- Add UNINSTALL button for installed libraries
- Show fallback messages when requested version unavailable
- Add parseLibSpec() and version badges in InstallLibrariesModal
2026-05-02 12:54:09 +05:30
David Montero Crespo a9b48a3cc6 feat: implement EditorPage with file explorer and simulator canvas components 2026-04-30 15:27:58 -03:00
David Montero Crespo 641ac8c1de Add comprehensive tests for Cyw43Emulator functionality and lifecycle
- Implemented handshake tests to validate initial bus state and register responses.
- Created end-to-end tests for Pico W LED blinking using MicroPython firmware.
- Added SDPCM framing tests to ensure proper encoding and decoding of control frames.
- Developed IOCTL tests to verify command responses and state changes in the emulator.
- Established a full lifecycle test for WiFi operations, including scanning, connecting, and packet handling.
- Introduced TypeScript configuration for test files to ensure compatibility and strict type checking.
2026-04-29 00:21:26 -03:00
David Montero Crespo 7f2014bef7 Add ESP32 chip demos and comprehensive tests for I2C, SPI, and UART interactions
- Implemented `esp32_spi_chip_demo.ino` to demonstrate SPI communication with a 74HC595 shift register.
- Created `esp32_uart_chip_demo.ino` for UART loopback testing with ROT13 transformation.
- Added Python tests for compiling chips and sketches, ensuring valid WASM output and successful compilation for various board families.
- Developed end-to-end tests for ESP32 with custom chips using I2C and SPI, validating synchronous communication through the backend.
- Introduced GPIO bridge tests to verify serial communication and GPIO state changes.
- Ensured all tests validate the expected behavior of the custom chips and their interaction with the ESP32 firmware.
2026-04-28 19:24:39 -03:00
David Montero Crespo fa170a082a Add shared validators and test configurations for Velxio projects
https://github.com/kritishmohapatra/100_Days_100_IoT_Projects
- Introduced `_lib.py` containing shared validators for board support and static source analysis for MicroPython projects.
- Added `conftest.py` to configure pytest for the test suite, simplifying import paths.
- Created `NOT_SUPPORTED.md` files for two projects indicating they cannot be emulated in Velxio due to lack of source code.
- Implemented unit tests for the unsupported projects to verify the presence of the NOT_SUPPORTED marker and source preservation.
2026-04-28 00:36:05 -03:00
David Montero Crespo 692af00258 style: update ESLint rules and clean up code formatting across multiple files 2026-04-21 17:14:27 -03:00
David Montero Crespo 212ecd1bcb refactor: rename components and update prefixes to 'velxio-' for consistency
- Modified the index file to reflect the new naming convention for Velxio components.
- Changed JSX declarations to use 'velxio-' prefix for various components.
- Updated component overrides to replace 'wokwi-' with 'velxio-' for logic gates and other components.
- Adjusted SVG generation script to use 'velxio-' prefix for BMP280 and Raspberry Pi components.
- Marked submodules as dirty in QEMU and RP2040 libraries.
- Added .prettierignore and .prettierrc.json for consistent code formatting.
- Introduced InstrumentComponent with support for Voltmeter and Ammeter, including pin information handling.
2026-04-21 16:45:45 -03:00
David Montero Crespo 993a25390c feat: add passive component presets and custom elements
- Implemented a script to inject passive-component preset variants into `scripts/component-overrides.json`, including resistors, capacitors, and inductors with custom names and thumbnails.
- Added a new custom element `<wokwi-capacitor-electrolytic>` representing a polarized aluminum-can capacitor with appropriate SVG representation.
- Updated metadata generation to accommodate new component names and thumbnails for better user experience in the component picker.
- Marked submodules `qemu-lcgamboa` and `rp2040js` as dirty to reflect local changes.
2026-04-21 15:21:03 -03:00