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Still organizing look & feel
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tools/3D Asset Viewer/README.md

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Toolbox Aid
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David Quesenberry
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04/21/2026
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README.md
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# 3D Asset Viewer
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High-level overview for '3D Asset Viewer' under 'tools/3D Asset Viewer/'.
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## Purpose
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- Provide a focused workspace for this tool's primary authoring/debug workflow.
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- Keep output deterministic and compatible with shared Toolbox Aid contracts.
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- Integrate cleanly with shared header, workspace lifecycle, and tool navigation.
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## What To Expect
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- Browser-based tool interface with panel/workspace controls.
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- Shared header context and status integration.
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- Safe workflows for loading, editing, previewing, and exporting relevant data.
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## Entry Points
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- Tool UI: 'tools/3D Asset Viewer/index.html'
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- How-to guide: 'tools/3D Asset Viewer/how_to_use.html'
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>3D Asset Viewer - How To Use</title>
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<link rel="stylesheet" href="../../src/engine/ui/hubCommon.css" />
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<link rel="stylesheet" href="../shared/platformShell.css" />
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<link rel="stylesheet" href="../../src/engine/theme/main.css" />
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</head>
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<body class="hub-page-tools tools-platform-surface tools-howto-page" data-tools-platform-page="tool">
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<div id="shared-theme-header"></div>
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<main class="wrap">
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<section class="hero">
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<h1>3D Asset Viewer: How To Use</h1>
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<p class="subtitle">Detailed workflow with action guidance and why each step matters for day-to-day usage.</p>
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</section>
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<section class="section">
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<h2>Step-by-Step</h2>
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<div class="card">
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<p><strong>1. Open the tool</strong><br />Action: Open <code>tools/3D Asset Viewer/index.html</code> from Tools index.<br />Why: Tool loads with shared header and ready status.</p>
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<p><strong>2. Start a workspace session</strong><br />Action: Use Workspace controls (New/Open) when available.<br />Why: A clean working state is created or loaded for editing.</p>
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<p><strong>3. Configure input/settings</strong><br />Action: Set core options (mode, dimensions, source, or filters) for this tool task.<br />Why: Canvas/panels update to reflect the active configuration.</p>
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<p><strong>4. Perform edits</strong><br />Action: Use primary controls to create/adjust data in the main workspace.<br />Why: Visible output changes and status reflects latest edits.</p>
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<p><strong>5. Validate/preview</strong><br />Action: Use built-in preview, inspection, or validation actions.<br />Why: Errors and warnings are surfaced before export/save.</p>
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<p><strong>6. Save/export</strong><br />Action: Save workspace and export artifact/payload as needed.<br />Why: Reusable output is produced for tools, samples, or game flows.</p>
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</div>
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</section>
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</main>
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<script type="module" src="../../src/engine/theme/mount-shared-header.js"></script>
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</body>
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</html>
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Toolbox Aid
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David Quesenberry
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04/21/2026
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README.md
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# 3D Camera Path Editor
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High-level overview for '3D Camera Path Editor' under 'tools/3D Camera Path Editor/'.
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## Purpose
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- Provide a focused workspace for this tool's primary authoring/debug workflow.
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- Keep output deterministic and compatible with shared Toolbox Aid contracts.
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- Integrate cleanly with shared header, workspace lifecycle, and tool navigation.
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## What To Expect
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- Browser-based tool interface with panel/workspace controls.
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- Shared header context and status integration.
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- Safe workflows for loading, editing, previewing, and exporting relevant data.
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## Entry Points
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- Tool UI: 'tools/3D Camera Path Editor/index.html'
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- How-to guide: 'tools/3D Camera Path Editor/how_to_use.html'
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>3D Camera Path Editor - How To Use</title>
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<link rel="stylesheet" href="../../src/engine/ui/hubCommon.css" />
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<link rel="stylesheet" href="../shared/platformShell.css" />
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<link rel="stylesheet" href="../../src/engine/theme/main.css" />
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</head>
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<body class="hub-page-tools tools-platform-surface tools-howto-page" data-tools-platform-page="tool">
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<div id="shared-theme-header"></div>
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<main class="wrap">
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<section class="hero">
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<h1>3D Camera Path Editor: How To Use</h1>
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<p class="subtitle">Detailed workflow with action guidance and why each step matters for day-to-day usage.</p>
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</section>
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<section class="section">
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<h2>Step-by-Step</h2>
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<div class="card">
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<p><strong>1. Open the tool</strong><br />Action: Open <code>tools/3D Camera Path Editor/index.html</code> from Tools index.<br />Why: Tool loads with shared header and ready status.</p>
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<p><strong>2. Start a workspace session</strong><br />Action: Use Workspace controls (New/Open) when available.<br />Why: A clean working state is created or loaded for editing.</p>
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<p><strong>3. Configure input/settings</strong><br />Action: Set core options (mode, dimensions, source, or filters) for this tool task.<br />Why: Canvas/panels update to reflect the active configuration.</p>
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<p><strong>4. Perform edits</strong><br />Action: Use primary controls to create/adjust data in the main workspace.<br />Why: Visible output changes and status reflects latest edits.</p>
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<p><strong>5. Validate/preview</strong><br />Action: Use built-in preview, inspection, or validation actions.<br />Why: Errors and warnings are surfaced before export/save.</p>
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<p><strong>6. Save/export</strong><br />Action: Save workspace and export artifact/payload as needed.<br />Why: Reusable output is produced for tools, samples, or game flows.</p>
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</div>
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</section>
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</main>
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<script type="module" src="../../src/engine/theme/mount-shared-header.js"></script>
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</body>
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</html>
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tools/3D Map Editor/README.md

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Toolbox Aid
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David Quesenberry
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04/21/2026
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README.md
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# 3D Map Editor
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High-level overview for '3D Map Editor' under 'tools/3D Map Editor/'.
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## Purpose
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- Provide a focused workspace for this tool's primary authoring/debug workflow.
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- Keep output deterministic and compatible with shared Toolbox Aid contracts.
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- Integrate cleanly with shared header, workspace lifecycle, and tool navigation.
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## What To Expect
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- Browser-based tool interface with panel/workspace controls.
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- Shared header context and status integration.
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- Safe workflows for loading, editing, previewing, and exporting relevant data.
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## Entry Points
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- Tool UI: 'tools/3D Map Editor/index.html'
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- How-to guide: 'tools/3D Map Editor/how_to_use.html'
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>3D Map Editor - How To Use</title>
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<link rel="stylesheet" href="../../src/engine/ui/hubCommon.css" />
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<link rel="stylesheet" href="../shared/platformShell.css" />
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<link rel="stylesheet" href="../../src/engine/theme/main.css" />
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</head>
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<body class="hub-page-tools tools-platform-surface tools-howto-page" data-tools-platform-page="tool">
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<div id="shared-theme-header"></div>
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<main class="wrap">
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<section class="hero">
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<h1>3D Map Editor: How To Use</h1>
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<p class="subtitle">Detailed workflow with action guidance and why each step matters for day-to-day usage.</p>
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</section>
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<section class="section">
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<h2>Step-by-Step</h2>
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<div class="card">
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<p><strong>1. Open the tool</strong><br />Action: Open <code>tools/3D Map Editor/index.html</code> from Tools index.<br />Why: Tool loads with shared header and ready status.</p>
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<p><strong>2. Start a workspace session</strong><br />Action: Use Workspace controls (New/Open) when available.<br />Why: A clean working state is created or loaded for editing.</p>
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<p><strong>3. Configure input/settings</strong><br />Action: Set core options (mode, dimensions, source, or filters) for this tool task.<br />Why: Canvas/panels update to reflect the active configuration.</p>
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<p><strong>4. Perform edits</strong><br />Action: Use primary controls to create/adjust data in the main workspace.<br />Why: Visible output changes and status reflects latest edits.</p>
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<p><strong>5. Validate/preview</strong><br />Action: Use built-in preview, inspection, or validation actions.<br />Why: Errors and warnings are surfaced before export/save.</p>
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<p><strong>6. Save/export</strong><br />Action: Save workspace and export artifact/payload as needed.<br />Why: Reusable output is produced for tools, samples, or game flows.</p>
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</div>
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</section>
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</main>
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<script type="module" src="../../src/engine/theme/mount-shared-header.js"></script>
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</body>
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</html>
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tools/Asset Browser/README.md

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Toolbox Aid
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David Quesenberry
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04/21/2026
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README.md
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# Asset Browser / Import Hub
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Asset Browser / Import Hub is a first-class tools surface for browsing approved project asset locations and generating non-destructive import plans.
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High-level overview for 'Asset Browser / Import Hub' under 'tools/Asset Browser/'.
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## Purpose
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- Provide a focused workspace for this tool's primary authoring/debug workflow.
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- Keep output deterministic and compatible with shared Toolbox Aid contracts.
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- Integrate cleanly with shared header, workspace lifecycle, and tool navigation.
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## Phase 1
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- Browse approved vector, sprite, tilemap, parallax, palette, and workflow assets.
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- Preview SVG and JSON-backed assets.
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- Validate local file names against approved import targets.
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- Download an import-plan JSON without mutating repo files directly.
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## What To Expect
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- Browser-based tool interface with panel/workspace controls.
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- Shared header context and status integration.
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- Safe workflows for loading, editing, previewing, and exporting relevant data.
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## Boundary
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- This tool is not a general filesystem explorer.
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- It does not write directly into the repo.
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- It stays aligned to approved platform asset folders and shared tools conventions.
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## Entry Points
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- Tool UI: 'tools/Asset Browser/index.html'
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- How-to guide: 'tools/Asset Browser/how_to_use.html'
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Asset Browser / Import Hub - How To Use</title>
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<link rel="stylesheet" href="../../src/engine/ui/hubCommon.css" />
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<link rel="stylesheet" href="../shared/platformShell.css" />
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<link rel="stylesheet" href="../../src/engine/theme/main.css" />
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</head>
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<body class="hub-page-tools tools-platform-surface tools-howto-page" data-tools-platform-page="tool">
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<div id="shared-theme-header"></div>
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<main class="wrap">
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<section class="hero">
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<h1>Asset Browser / Import Hub: How To Use</h1>
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<p class="subtitle">Detailed workflow with action guidance and why each step matters for day-to-day usage.</p>
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</section>
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<section class="section">
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<h2>Step-by-Step</h2>
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<div class="card">
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<p><strong>1. Open the tool</strong><br />Action: Open <code>tools/Asset Browser/index.html</code> from Tools index.<br />Why: Tool loads with shared header and ready status.</p>
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<p><strong>2. Start a workspace session</strong><br />Action: Use Workspace controls (New/Open) when available.<br />Why: A clean working state is created or loaded for editing.</p>
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<p><strong>3. Configure input/settings</strong><br />Action: Set core options (mode, dimensions, source, or filters) for this tool task.<br />Why: Canvas/panels update to reflect the active configuration.</p>
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<p><strong>4. Perform edits</strong><br />Action: Use primary controls to create/adjust data in the main workspace.<br />Why: Visible output changes and status reflects latest edits.</p>
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<p><strong>5. Validate/preview</strong><br />Action: Use built-in preview, inspection, or validation actions.<br />Why: Errors and warnings are surfaced before export/save.</p>
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<p><strong>6. Save/export</strong><br />Action: Save workspace and export artifact/payload as needed.<br />Why: Reusable output is produced for tools, samples, or game flows.</p>
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</div>
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</section>
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</main>
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<script type="module" src="../../src/engine/theme/mount-shared-header.js"></script>
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</body>
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</html>
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Toolbox Aid
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David Quesenberry
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04/21/2026
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README.md
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# Asset Pipeline Tool
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High-level overview for 'Asset Pipeline Tool' under 'tools/Asset Pipeline Tool/'.
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## Purpose
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- Provide a focused workspace for this tool's primary authoring/debug workflow.
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- Keep output deterministic and compatible with shared Toolbox Aid contracts.
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- Integrate cleanly with shared header, workspace lifecycle, and tool navigation.
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## What To Expect
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- Browser-based tool interface with panel/workspace controls.
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- Shared header context and status integration.
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- Safe workflows for loading, editing, previewing, and exporting relevant data.
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## Entry Points
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- Tool UI: 'tools/Asset Pipeline Tool/index.html'
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- How-to guide: 'tools/Asset Pipeline Tool/how_to_use.html'
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Asset Pipeline Tool - How To Use</title>
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<link rel="stylesheet" href="../../src/engine/ui/hubCommon.css" />
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<link rel="stylesheet" href="../shared/platformShell.css" />
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<link rel="stylesheet" href="../../src/engine/theme/main.css" />
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</head>
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<body class="hub-page-tools tools-platform-surface tools-howto-page" data-tools-platform-page="tool">
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<div id="shared-theme-header"></div>
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<main class="wrap">
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<section class="hero">
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<h1>Asset Pipeline Tool: How To Use</h1>
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<p class="subtitle">Detailed workflow with action guidance and why each step matters for day-to-day usage.</p>
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</section>
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<section class="section">
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<h2>Step-by-Step</h2>
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<div class="card">
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<p><strong>1. Open the tool</strong><br />Action: Open <code>tools/Asset Pipeline Tool/index.html</code> from Tools index.<br />Why: Tool loads with shared header and ready status.</p>
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<p><strong>2. Start a workspace session</strong><br />Action: Use Workspace controls (New/Open) when available.<br />Why: A clean working state is created or loaded for editing.</p>
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<p><strong>3. Configure input/settings</strong><br />Action: Set core options (mode, dimensions, source, or filters) for this tool task.<br />Why: Canvas/panels update to reflect the active configuration.</p>
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<p><strong>4. Perform edits</strong><br />Action: Use primary controls to create/adjust data in the main workspace.<br />Why: Visible output changes and status reflects latest edits.</p>
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<p><strong>5. Validate/preview</strong><br />Action: Use built-in preview, inspection, or validation actions.<br />Why: Errors and warnings are surfaced before export/save.</p>
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<p><strong>6. Save/export</strong><br />Action: Save workspace and export artifact/payload as needed.<br />Why: Reusable output is produced for tools, samples, or game flows.</p>
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</div>
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</section>
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</main>
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<script type="module" src="../../src/engine/theme/mount-shared-header.js"></script>
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</body>
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</html>
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