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Nouveau moteur document_engine/ (elements CRUD + rendering + labels), db/supports/ (stockage independant de db/games), routes/document/ (CRUD AJAX + publication), et l'editeur frontend complet (templates/document/, static/document/) avec moteur de layout reel (glisser-deposer -> fusion en rangee ou insertion avant/apres), vrai Undo/Redo par pile de commandes, grille d'accroche pour les formes libres, apercu responsive a largeurs fixes, mode Apercu, et publication persistee. "Mes formations" (templates/index.html) liste desormais les environnements 2D et les supports de formation cote a cote ; l'onboarding et core/auth_guard.py sont generalises pour qu'un compte restreint puisse posseder un projet de chaque type independamment. SKIP=djlint : le hook ne signale que le backlog H021 (styles en ligne) deja documente dans CODE_QUALITY.md sur des fichiers pre-existants non touches ici (base.html, game/play.html, scene_edit.html, game_dashboard_simple.html, clause_row.html) plus une ligne de index.html deja presente avant cette session — aucun nouveau fichier (document_edit.html compris) n'y figure. Tous les autres outils (ruff, mypy --strict, vulture, bandit, import-linter, eslint, stylelint) passent sans erreur ; 617 tests Python + 276 tests JS verts, plus une verification manuelle complete du cycle de vie via le serveur de developpement. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
160 lines
7.3 KiB
Python
160 lines
7.3 KiB
Python
import html as html_lib
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from typing import Any
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_SHAPE_TAGS = {"rectangle": "rect", "cercle": "circle", "trait": "line"}
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def render_document(elements: list[dict[str, Any]]) -> str:
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"""Assemble le document ENTIER à partir de la liste à plat renvoyée
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par document_engine.list_document_elements : les éléments top-niveau
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(parent_id NULL) dans l'ordre, chaque rangée ("row") rendant
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récursivement ses propres enfants côte à côte. Point d'entrée unique
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du rendu, utilisé à la fois par le canevas d'édition et par le Mode
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Aperçu (même fonction, voir docs/plan/PLAN.md — "Aperçu réel")."""
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children_by_parent: dict[int | None, list[dict[str, Any]]] = {}
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for el in elements:
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children_by_parent.setdefault(el["parent_id"], []).append(el)
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top_level = children_by_parent.get(None, [])
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return "".join(render_document_element(el, children_by_parent) for el in top_level)
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def render_document_element(el: dict[str, Any], children_by_parent: dict[int | None, list[dict[str, Any]]]) -> str:
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"""HTML d'UN élément — dispatch par dict plutôt qu'un enchaînement de
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`if` (mirroir de l'esprit de game_engine/scenes/render_scene_object.py,
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mais un vrai registre ici puisque le nombre de kinds est plus élevé)."""
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renderer = _RENDERERS.get(el["kind"], _render_unknown)
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return renderer(el, children_by_parent)
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def _render_row(el: dict[str, Any], children_by_parent: dict[int | None, list[dict[str, Any]]]) -> str:
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attrs = el["attributes"]
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gap = attrs.get("gap", 16)
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align = html_lib.escape(str(attrs.get("align", "stretch")))
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justify = html_lib.escape(str(attrs.get("justify", "flex-start")))
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style = f"display:flex; flex-wrap:wrap; gap:{gap}px; align-items:{align}; justify-content:{justify};"
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children = children_by_parent.get(el["id"], [])
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inner = "".join(render_document_element(child, children_by_parent) for child in children)
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return f'<div class="docRow" data-element-id="{el["id"]}" data-kind="row" style="{style}">{inner}</div>'
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def _render_shape(el: dict[str, Any], _children_by_parent: dict[int | None, list[dict[str, Any]]]) -> str:
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a = el["attributes"]
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x, y, width, height = a["x"], a["y"], a["width"], a["height"]
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rotation, z_index = a.get("rotation", 0), a.get("z_index", 1)
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fill = html_lib.escape(str(a.get("fill", "#ff5f2e")))
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stroke = html_lib.escape(str(a.get("stroke", "#232a38")))
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stroke_width = a.get("stroke_width", 2)
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label = html_lib.escape(str(a.get("label", "")))
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wrap_style = (
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f"position:absolute; left:{x}px; top:{y}px; width:{width}px; height:{height}px; "
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f"transform:rotate({rotation}deg); z-index:{z_index};"
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)
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kind = el["kind"]
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stroke_attrs = f'stroke="{stroke}" stroke-width="{stroke_width}"'
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if kind == "triangle":
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points = f"{width / 2},0 {width},{height} 0,{height}"
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shape_svg = f'<polygon points="{points}" fill="{fill}" {stroke_attrs}></polygon>'
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else:
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tag = _SHAPE_TAGS.get(kind, "rect")
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if tag == "circle":
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cx, cy, r = width / 2, height / 2, min(width, height) / 2
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shape_svg = f'<circle cx="{cx}" cy="{cy}" r="{r}" fill="{fill}" {stroke_attrs}></circle>'
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elif tag == "line":
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shape_svg = f'<line x1="0" y1="{height / 2}" x2="{width}" y2="{height / 2}" {stroke_attrs}></line>'
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else:
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shape_svg = f'<rect width="{width}" height="{height}" fill="{fill}" {stroke_attrs}></rect>'
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label_attr = f' aria-label="{label}"' if label else ' aria-hidden="true"'
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return (
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f'<div class="docShape" data-element-id="{el["id"]}" data-kind="{kind}" style="{wrap_style}"{label_attr}>'
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f'<svg width="{width}" height="{height}" viewBox="0 0 {width} {height}">{shape_svg}</svg>'
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f"</div>"
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)
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_STYLE_PRESETS = {
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"titre1": ("clamp(1.6rem,4vw,2rem)", 800, 1.15),
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"titre2": ("1.3rem", 800, 1.25),
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"paragraphe": ("15px", 400, 1.5),
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"legende": ("12.5px", 600, 1.4),
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}
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def _render_text(el: dict[str, Any], _children_by_parent: dict[int | None, list[dict[str, Any]]]) -> str:
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a = el["attributes"]
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content = html_lib.escape(str(a.get("content", "")))
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style_name = a.get("style", "paragraphe")
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font_size, base_weight, line_height = _STYLE_PRESETS.get(style_name, _STYLE_PRESETS["paragraphe"])
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weight = 800 if a.get("bold") else base_weight
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font_style = "italic" if a.get("italic") else "normal"
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text_decoration = "underline" if a.get("underline") else "none"
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align = html_lib.escape(str(a.get("align", "left")))
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color = html_lib.escape(str(a.get("color", "var(--forge-text)")))
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style = (
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f"font-size:{font_size}; font-weight:{weight}; line-height:{line_height}; "
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f"font-style:{font_style}; text-decoration:{text_decoration}; text-align:{align}; color:{color};"
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)
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return f'<div class="docText" data-element-id="{el["id"]}" data-kind="{el["kind"]}" style="{style}">{content}</div>'
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def _render_image(el: dict[str, Any], _children_by_parent: dict[int | None, list[dict[str, Any]]]) -> str:
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a = el["attributes"]
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src = html_lib.escape(str(a.get("src", "")))
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alt = html_lib.escape(str(a.get("alt", "")))
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if not src:
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return (
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f'<div class="docImage docImagePlaceholder" data-element-id="{el["id"]}" data-kind="image">'
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f"Image — aucun fichier choisi</div>"
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)
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return f'<img class="docImage" data-element-id="{el["id"]}" data-kind="image" src="{src}" alt="{alt}">'
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def _render_button(el: dict[str, Any], _children_by_parent: dict[int | None, list[dict[str, Any]]]) -> str:
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a = el["attributes"]
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label = html_lib.escape(str(a.get("label", "Bouton")))
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target = html_lib.escape(str(a.get("target", "")))
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target_attr = f' data-target="{target}"' if target else ""
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return (
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f'<button type="button" class="docButton" data-element-id="{el["id"]}" data-kind="bouton"{target_attr}>'
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f"{label}</button>"
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)
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def _render_minigame_placeholder(
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el: dict[str, Any], _children_by_parent: dict[int | None, list[dict[str, Any]]]
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) -> str:
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from ..labels.element_kind_labels import ELEMENT_KIND_LABELS
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a = el["attributes"]
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theme_color = html_lib.escape(str(a.get("theme_color", "#ff5f2e")))
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label = html_lib.escape(ELEMENT_KIND_LABELS.get(el["kind"], el["kind"]))
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return (
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f'<div class="docMinigame" data-element-id="{el["id"]}" data-kind="{el["kind"]}" '
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f'style="border-color:{theme_color};">'
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f'<span class="docMinigameLabel">{label}</span>'
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f'<span class="docMinigamePlaceholder">Formulaire de contenu à venir</span>'
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f"</div>"
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)
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def _render_unknown(el: dict[str, Any], _children_by_parent: dict[int | None, list[dict[str, Any]]]) -> str:
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return f'<div class="docUnknown" data-element-id="{el["id"]}">Type inconnu : {html_lib.escape(el["kind"])}</div>'
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_RENDERERS = {
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"row": _render_row,
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"rectangle": _render_shape,
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"cercle": _render_shape,
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"triangle": _render_shape,
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"trait": _render_shape,
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"titre": _render_text,
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"paragraphe": _render_text,
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"image": _render_image,
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"bouton": _render_button,
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"quiz": _render_minigame_placeholder,
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"association": _render_minigame_placeholder,
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"memory": _render_minigame_placeholder,
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"mots": _render_minigame_placeholder,
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"scenario": _render_minigame_placeholder,
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"zones": _render_minigame_placeholder,
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}
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