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view infinite_canvas/docs/README.md @ 278:8d560f50ed4c
Improve infinite canvas interactions and browser chrome
Render Lucide icons directly with Raylib, add searchable icon browsing, robust text editing, entity lifecycle animations, z-order-safe input, semantic themes, and animated editable browser controls. Document rendering, pinning, context, and component extension for future agents.
Co-authored-by: Copilot <[email protected]>
Copilot-Session: f68442b1-fa8f-46a0-9689-81710613bbd4
| author | MrJuneJune <me@mrjunejune.com> |
|---|---|
| date | Mon, 17 Aug 2026 22:16:14 -0700 |
| parents | |
| children | 49e9e591c9bb |
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# Infinite Canvas Agent Wiki Use this tree before changing rendering, entities, pinning, or context: ```text Infinite Canvas ├── Rendering surfaces │ ├── Raylib world primitives and UI components │ ├── Raylib-generated Lucide vectors │ ├── Native CEF image/web textures │ └── WebAssembly DOM image/iframe overlays ├── Entity model and extension path │ ├── defaults and retained state │ ├── picking, interaction, and drawing │ └── semantic context serialization ├── Screen-space behavior │ ├── camera transforms │ ├── pinned entities │ └── notification stacking └── Session lineage ├── original renderer └── scalability, images, pinning, context, and icons ``` - [Rendering surfaces](rendering.md) - [Entities and components](entities-and-components.md) - [Pinning and visible context](pinning-and-context.md) - [Session lineage](session-lineage.md) ## Runtime frame order `main.c` owns the integration order: 1. Update viewport dimensions. 2. Let native web surfaces translate focused input. 3. Update scene interaction and keyboard focus. 4. Apply camera pan/zoom. 5. Reproject pinned entities and notification stacks. 6. Reconcile web/image resources with visible entities. 7. Draw the Raylib world. 8. Composite native browser textures or position web overlays. 9. Draw the developer UI. Preserve this order. In particular, pinned positions must be synchronized before surface bounds are calculated, and native surface textures must draw after the Raylib entity frames.