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>
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>
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.
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.
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.
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.
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.
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.
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.
- 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
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).
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).
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.
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).
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.
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.
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).
(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.
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).
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.
- 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).
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.
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).
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>
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>
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>
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).
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.