Loads Bulma 1.0.2 in base.html (data-theme="dark" for its native dark palette) for every page that extends it, plus play.html directly. Converts every admin template — index, game dashboard, screens list, element types, object new/edit, data form/list — to real Bulma markup: navbar, breadcrumb component, box/card, field/control/input/select, table, notification, buttons, and a native Bulma modal for the data-row detail popup. Forge's own style.css keeps only what Bulma doesn't cover (the fixed-viewport builder/object-edit layouts, the element tree, canvas, flow-graph editor) and now acts as a secondary/override layer rather than a competing design system, matching how per-element inline customization already overrides widget defaults.
screen_edit.html (the 3-panel screen builder) gets the same navbar/breadcrumb/button treatment plus its top rename form, but its flow-graph node editor, canvas and element tree keep their existing custom styling — several of their inputs have JS relying on exact DOM sibling structure (e.g. slider oninput reading nextElementSibling) or Bulma's own select/wrapper requirement, and reskinning them without a browser to verify against risked silently breaking the app's most complex feature. Buttons and headings there are still fully converted (safe, purely additive class changes).
Verified: full test suite green, every route smoke-rendered 200 OK via the test client after the change.
Cells now clip with an ellipsis instead of wrapping and inflating row height. A new eye button before the pencil opens a popup showing every field of that row in full, label above value, for comfortable reading.
Replaces the stacked per-field cards with a compact table (one row per field) for a clearer overview when an object has many fields. The page itself no longer scrolls — only the table body and the left column do, mirroring the screen editor's fixed-viewport layout. Each row stays independently editable/deletable via hidden forms targeted with the HTML form= attribute.
object_form.js declared top-level const bindings, which pjax replays verbatim on every visit — the second visit threw "already declared" and silently broke "Ajouter un champ"/"Créer l'objet". Wrapped it in an IIFE. Also renamed the generic name="name" rename-game field to name="game_name" with autocomplete off, since browsers were autofilling it with unrelated previously-typed values.
New widget where each tab is a real "conteneur" element posed as a child
(see screens/elements/add_tab.py) — this reuses everything that already
exists for a normal container (adding a Répéteur/Conteneur/etc. inside via
"Ajouter DANS ce conteneur", renaming to change the tab's visible label,
deleting via the standard trash icon) instead of inventing a separate
storage format for tabs.
The widget's own properties panel gets a dedicated "Onglets" section to
add a tab, rename one, jump to its content, or delete it. Rendering
(render_onglets.py) builds a tab bar + one panel per tab, switched
client-side (forgeShowTab, in both screen_edit.html and play.html) with
only one panel visible at a time.
Distinct from the existing "activer_onglet" flow action (2.3, manual
show-one/hide-siblings) — that stays available for custom show/hide
wiring; this widget is the turnkey version with tab management built in.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The positive outline-offset from the previous fix pushed the highlight
outside the element's own box — which gets clipped by the first
overflow:hidden ancestor (the canvas itself, or a rounded-corner
container) on whichever sides touch that ancestor's edge. A row of
gauges flush against the top/left of its container showed only a
stray line on the untouched side instead of a full frame.
Switch to an inset box-shadow: it always stays inside the element's own
box, so it can never be clipped by an ancestor, and it naturally follows
the element's own border-radius.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
A compact element like a Jauge (name label + thin bar, no padding) got
an outline pulled 1px INSIDE its box (outline-offset:-1px), which hugged
the content so tightly it looked like it was slicing through the bar
instead of framing it. Push the outline outward instead (+3px) with a
soft glow, so the selection frame reads clearly regardless of how
tightly the underlying element is sized.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
A top-level element already got a selection border via its
.canvasElement wrapper, but a child posed inside a container/répéteur/
groupe de champs has no such separate frame, so selecting it from the
tree gave no visual feedback on the canvas at all.
applySelectionHighlight() now targets the element's own tag directly via
data-element-id (present on every rendered element, nested or not) and
outlines it, re-run after every canvas refresh path (initial load, full
pjax navigation, partial panel refresh, and the autosave-only canvas
refresh).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The "Éléments de cet écran" tree now sits above "Ajouter un élément sur
l'écran" / "Mes éléments de jeu" so it's the first thing visible in the
left panel.
Each container row gets a disclosure triangle that collapses/expands its
children, independent from the row's link (which still selects the
element and shows its properties whether collapsed or expanded). The
collapsed state is remembered per element in localStorage.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The "Éléments de cet écran" tree now renders every level of nesting
(previously stopped after one level of children) as a compact single-line
list, and right-clicking a row opens a context menu to duplicate the
element (and its full subtree) in place, in its current container.
Also: all property panels start collapsed instead of some being open by
default, the redundant nested element list inside "Ajouter DANS ce
conteneur" is removed (it only needs the widget picker), and the
now-unneeded "a container is selected" warning banner is gone.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Merge "Taille dans le conteneur" into "Position & taille": a child
element (posé dans un conteneur/répéteur/groupe de champs) now shows
greyed-out X/Y (not applicable, it follows its parent's layout) and
a single Largeur/Hauteur field per axis with a unit selector (%/px)
instead of the old fixed-px-only sliders capped at 1000 — which was
the root cause of a landscape-mode bug where a child couldn't be
made wider than 1000px even though the actual screen was wider.
New c_size control type (one style key per axis, not two competing
sliders — an earlier px+% two-slider attempt let the untouched
slider silently clobber the other's value on every autosave).
- Merge the two "Disposition" groups (visibility + scale, previously
split apart in UNIVERSAL_CONTROLS by unrelated groups) into one.
- Remove the "Survol" panel: hovering is conceptually a flow trigger,
not a static element property — to be reintroduced there. The
underlying data-hover-text/bindHoverTexts runtime is untouched.
main.content (.content-builder) inherited "margin:0 auto" from the
base .content class. On this page body is a column flex container, so
that auto margin disabled cross-axis stretch and made the element
shrink-to-fit instead — sized via an algorithm that runs back down
through the flex/%/aspect-ratio chain to the canvas, and shifts
slightly whenever sibling panel content changes (e.g. selecting an
element). Give it an explicit width:100% so max-width/auto-margin
centering still work but sizing is stable and fills the available
space. Also add min-width:0 to .builderPanelRight, matching its
siblings, as defense against the same class of bug.
Verified with Playwright: canvas box was previously not filling
available width (918px expected vs 379px actual at a 1920px viewport)
and shifted between steps; both are fixed.