graphic design tool
git clone https://git.lucas.co/cce-designer.git
docs: McpAction, and glyphon is not a dependency here
Two leftovers from renames that happened around this file.
`src/app.rs` was credited with an `HttpAction` enum. It is `McpAction`,
and this same document already calls it that where it explains the tool
surface — the tool names ARE its serde tags. Only the file-by-file map
kept the pre-MCP name.
And `glyphon` was described as surviving "only for the standalone
vk-smoke bin". It is not in Cargo.toml at all, having gone from cce-ui
with the wgpu path; vk-smoke does keep its own FontSystem, but reaches
it through `cce_ui::cosmic_text`. The point the sentence was making —
that the main app has no font state of its own — is intact and stays.
Co-Authored-By: Claude Opus 5 <[email protected]>
CLAUDE.md | 8 +++++---
1 file changed, 5 insertions(+), 3 deletions(-)
diff --git a/CLAUDE.md b/CLAUDE.md
index 16d0bc2..3bf4cf8 100644
--- a/CLAUDE.md
+++ b/CLAUDE.md
@@ -82,10 +82,12 @@ refines), `handle_resize`, and `standard_csd` / `cursor_icon` / `take_window_act
(the detached circular window's radial border resize + top-arc move). The 2D frame —
geometry AND text — is the engine's single paint path: `display_list` returns
`State::collect_display_list()` and `display_list_text` opts the text into the
-engine's shaping/glyph pass (the app has no `FontSystem` or buffer cache of its own;
-`glyphon` remains a dependency only for the standalone `vk-smoke` bin).
+engine's shaping/glyph pass (the app has no `FontSystem` or buffer cache of its own
+— the standalone `vk-smoke` bin is the one place that keeps its own, reached through
+`cce_ui::cosmic_text`; `glyphon` is not a dependency of this crate at all, having
+gone from cce-ui with the wgpu path).
-- `src/app.rs` (~5.4k lines) — the heart: `State` (the entire app model), `HttpAction` /
+- `src/app.rs` (~5.4k lines) — the heart: `State` (the entire app model), `McpAction` /
`CustomEvent`, node-template loading, pane layout. `tick_frame` (simulation:
config polling, inertia, widget ticks) and `stage_frame` (renderer staging) are the
two halves of the old render loop. GPU mesh updates are staged CPU-side