docs: add some docs

This commit is contained in:
Tom Boullay
2026-05-11 09:18:46 +02:00
parent 311c243506
commit 8cbf696b6e
5 changed files with 220 additions and 14 deletions
+44 -2
View File
@@ -23,6 +23,7 @@ src/
├── components/
│ └── editor/
│ ├── EditorControls.tsx
│ ├── EditorSrtPanel.tsx
│ └── scene/
│ ├── EditorMap.tsx
│ └── EditorScene.tsx
@@ -37,10 +38,14 @@ src/
│ └── editor/
│ └── editor.ts
└── utils/
├── dialogues/
│ └── loadDialogueManifest.ts
├── editor/
│ └── loadEditorScene.ts
── map/
└── loadMapSceneData.ts
── map/
└── loadMapSceneData.ts
└── subtitles/
└── parseSrt.ts
```
## Responsibilities
@@ -57,6 +62,8 @@ src/
`src/components/editor/EditorControls.tsx` renders the HTML control panel outside the canvas.
`src/components/editor/EditorSrtPanel.tsx` renders the dialogue subtitle editor inside the control panel. It loads the dialogue manifest, loads one SRT file per voice/language, validates cue structure, previews dialogue audio, and can save SRT files through a dev-server endpoint.
`src/controls/editor/FlyController.tsx` provides editor movement controls for player-style navigation.
`src/utils/map/loadMapSceneData.ts` is shared by the game map and editor. It loads `/map.json` and resolves available `public/models/{name}/model.glb` files first, then falls back to `public/models/{name}/model.gltf`.
@@ -134,6 +141,39 @@ The editor supports two output paths:
The dev-only `/api/save-map` endpoint is implemented by the Vite plugin in `vite.config.ts`. It writes to `public/map.json` and enforces a maximum payload size.
## Dialogue SRT Editing
Dialogue subtitle editing is part of the `/editor` side panel.
Runtime dialogue files are grouped under `public/sounds/dialogue/`:
```txt
public/
└── sounds/
└── dialogue/
├── dialogues.json
└── subtitles/
├── fr/
│ ├── narrateur.srt
│ ├── fermier.srt
│ └── electricienne.srt
└── en/
└── ...
```
The current model is one SRT file per voice and language. A dialogue entry references the cue it needs through `subtitleCueIndex`; it does not own a dedicated SRT file.
`EditorSrtPanel` uses:
- `loadDialogueManifest()` to read `/sounds/dialogue/dialogues.json`
- `parseSrt()` to validate local textarea content and find active cues during audio preview
- `/api/save-srt` to write edited SRT files during local development
- `/api/validate-dialogues` to validate the manifest, linked audio, French SRT files, and referenced cue indexes
SRT timecodes are relative to the dialogue audio file being previewed, not to the global game timeline.
Missing English SRT files are warnings because runtime loading falls back to French subtitles when the selected language is not available.
## Styling
Editor styles are in `src/index.css` under the `/* Editor page */` section. Classes are prefixed with `editor-` to avoid collisions with the game UI.
@@ -144,3 +184,5 @@ Editor styles are in `src/index.css` under the `/* Editor page */` section. Clas
- Large `map.json` files are not virtualized, culled, or LOD-managed.
- There is no snap-to-grid, duplication, material editing, or object creation workflow.
- Save to Server is a Vite dev-server helper, not a production backend API.
- SRT Save is also a Vite dev-server helper, not a production backend API.
- The editor validates dialogue assets but does not yet create, delete, or reorder dialogue manifest entries.