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.
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>
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>
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>
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>
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>
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.
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.
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.
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.
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.
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.
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.
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>
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.
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.
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.
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).
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.
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.
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.
- 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.
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>
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>
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>
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>
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>
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>
#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>
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.
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.
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>
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>
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.
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.
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>
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.
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.
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>
- 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>
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.
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>
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>
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>
- 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.
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>
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>