Export Web/SCORM : port complet du runtime jouable côté navigateur
Phase 1.2 de la feuille de route produit — un paquet SCORM tourne seul dans le LMS du client, sans serveur Forge Engine disponible. Ajoute static/js/play/offline/ (miroir JS de screens/rendering/ et data_actions/, sous window.FORGE_OFFLINE) pour que variables, score, données d'objet, répéteurs et conditions de visibilité fonctionnent entièrement en mémoire côté navigateur ; branche actions.js et bindings.js dessus au lieu d'un fetch() serveur. Ajoute publish/build_scorm_package.py (paquet statique + imsmanifest.xml SCORM 1.2 + wrapper API SCORM) et le bouton "Exporter (Web/SCORM)". Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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co-authored by
Claude Sonnet 5
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// Export Web/SCORM — port de screens/rendering/render_overlay.py (3.4,
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// overlay/modale réutilisable) : voile plein écran EN MODE JOUABLE
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// uniquement (ctx._forge_play_mode), comportement de conteneur normal
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// dans l'éditeur (non pertinent hors ligne, qui ne sert jamais l'éditeur,
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// mais le port reste fidèle pour ne pas diverger inutilement).
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function forgeRenderOverlay(el, meta, gameData, childrenMap, ctx, parentFlexDirection) {
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var isPlayMode = !!(ctx && ctx._forge_play_mode);
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var attrsRaw = el.attributes || {};
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var boxColor = attrsRaw._couleur_boite || "#1f2430";
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var radius = attrsRaw._arrondi || "12";
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var attrs = forgeVisibleAttrs(el, meta, ctx);
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var style, wrapperClass;
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if (isPlayMode) {
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var baseOverlayStyle =
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"position:fixed; inset:0; z-index:9999; display:flex; " +
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"align-items:center; justify-content:center; background:rgba(0,0,0,0.6);";
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style = baseOverlayStyle + " " + forgeStyleString(el, parentFlexDirection, el.widget);
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wrapperClass = "modal is-active";
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} else {
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style = forgeStyleString(el, parentFlexDirection, el.widget);
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wrapperClass = "";
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}
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var attrParts = ['style="' + forgeHtmlEscape(style) + '"'];
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Object.keys(attrs).forEach(function (k) {
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var v = attrs[k];
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if (v === null || v === undefined || v === "" || v === false) return;
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attrParts.push(v === true ? forgeHtmlEscape(k) : forgeHtmlEscape(k) + '="' + forgeHtmlEscape(v) + '"');
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});
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var boxStyle =
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"background:" + forgeHtmlEscape(String(boxColor)) + "; border-radius:" + forgeHtmlEscape(String(radius)) + "px; " +
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"color:#e8eaf0; padding:24px; width:100%; max-width:min(560px, 90%); max-height:90%; overflow:auto; box-sizing:border-box;";
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var childHtml = forgeRenderChildren(el, gameData, childrenMap, ctx);
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var wrapperClassAttr = wrapperClass ? 'class="' + wrapperClass + '" ' : "";
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return (
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'<div ' + wrapperClassAttr + attrParts.join(" ") + '>' +
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'<div class="box forgeOverlayBox" style="' + forgeHtmlEscape(boxStyle) + '">' + childHtml + '</div>' +
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'</div>'
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);
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}
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if (typeof module !== 'undefined' && module.exports) {
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module.exports = { forgeRenderOverlay };
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var renderMod = require('./render-element.js');
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["forgeVisibleAttrs", "forgeStyleString", "forgeHtmlEscape", "forgeRenderChildren"].forEach(function (name) {
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global[name] = global[name] || renderMod[name];
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});
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}
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