# AGENTS.md This file is the working guide for AI coding agents contributing to BEdit. Its instructions apply to the entire repository. ## Project purpose BEdit is a Python/PySide6 graphical editor for hierarchical block and bond-graph models. A document contains reusable components, typed and oriented ports, connections, nested graphs, and editable vector icons. The application is evolving quickly. Prefer small, coherent changes that improve the architecture without introducing compatibility layers unless compatibility is explicitly requested. ## Architecture The main boundary is strict: ```text src/bedit/ ├── __main__.py ├── core/ # Pure Python; must not import PySide6 │ ├── model.py # Document, component, graph, port, icon data │ ├── port_types.py # Port type definitions and compatibility │ ├── serializer.py # JSON persistence │ └── libraries.py # Library file discovery and parsing └── gui/ # All Qt-dependent code ├── app.py # QApplication startup and palette ├── main_window.py # Top-level UI orchestration ├── preferences.py # Explicit disk-backed QSettings factory ├── controllers/ # Document controller and undo commands ├── dialogs/ # Dialog behavior ├── graphics/ # Workspace, icon editor, vector rendering ├── models/ # Qt tree models and repository adapters └── generated/ # Generated UI/resource Python; never hand-edit ``` Dependency direction: - `bedit.core` may depend only on the Python standard library. - `bedit.gui` may depend on `bedit.core` and PySide6. - `bedit.core` must never import `bedit.gui` or PySide6. - Data parsing and validation belong in `core`. - Signals, widgets, painting, Qt models, undo integration, and settings UI belong in `gui`. Keep the root of `src/bedit` minimal. New UI modules should go into the relevant `gui` subpackage rather than the package root. ## Important behavior and design decisions - Components may contain nested graph or text implementations. - Ports retain stable IDs. Display names, types, orientation, positions, and icon anchors may change without changing IDs. - Port orientation is presented as one unified list in the UI, while the model indexes inputs and outputs separately for connection semantics. - Port types are registered in `core/port_types.py`. Only compatible types may be connected. `signal` is currently the only type. - Port removal or reorientation must be rejected when it would invalidate an existing connection. - Connections reference port IDs, never port names. - Graph interaction has separate Pointer and Connect modes. Connections store a `properties.routing` value (`direct`, `angled`, or `spline`); angled routes store absolute scene points in `properties.waypoints`. - Connection appearance is configured per port type in `gui/graphics/connection_styles.py`, including color, width, pen style, and source/target arrowheads. Do not scatter those constants through painters. - Icon editing uses a fixed 128×128 coordinate space. - The visible/selectable component hitbox is calculated from vector elements, not from the complete 128×128 icon canvas. - New component icons default to a centered 64×64 shape. - Vector elements include rectangles, circles, ellipses, lines, triangles, and text. Shape styling and geometry are stored in document JSON. - Icon port anchors are stored in `Port.properties["iconPosition"]`. - Workspace grid size, workspace snapping size, and icon grid size are separate persisted settings. - Settings use `gui.preferences.application_settings()` and are stored under the explicit `BEdit/BEdit` identity. Do not create anonymous `QSettings()` objects. - Avoid the QSettings group name `general`; Qt treats `General` specially in INI files. Autosave keys live under `autosave/`. - User-visible document edits should participate in undo/redo. ## Qt Designer and generated files Editable Designer sources are in `ui/`. Resources are defined in `resources/resources.qrc`. Never hand-edit files in `src/bedit/gui/generated/`. Modify the corresponding `.ui` or `.qrc` source and regenerate instead. Use the configured VS Code task **Qt: Build Designer Files**, or run the relevant commands directly: ```bash pyside6-rcc resources/resources.qrc \ -o src/bedit/gui/generated/resources_rc.py pyside6-uic --from-imports ui/main_window.ui \ -o src/bedit/gui/generated/ui_main_window.py pyside6-uic --from-imports ui/settings_dialog.ui \ -o src/bedit/gui/generated/ui_settings_dialog.py pyside6-uic --from-imports ui/component_options_dialog.ui \ -o src/bedit/gui/generated/ui_component_options_dialog.py pyside6-uic --from-imports ui/port_options_dialog.ui \ -o src/bedit/gui/generated/ui_port_options_dialog.py pyside6-uic --from-imports ui/shape_options_dialog.ui \ -o src/bedit/gui/generated/ui_shape_options_dialog.py pyside6-uic --from-imports ui/icon_editor_dialog.ui \ -o src/bedit/gui/generated/ui_icon_editor_dialog.py ``` When adding a promoted/custom widget in Designer, its header must use the real Python module path, for example `bedit.gui.graphics.workspace`. Substantial windows and dialogs must have a Designer `.ui` source. Python classes bind behavior and data but must not reconstruct or replace those layouts at runtime. A tiny generic prompt with one field and OK/Cancel may remain code-only. ## Editing conventions - Preserve stable document IDs and existing connections. - Validate candidate document changes before pushing an undo command. - Keep model serialization symmetrical: additions to `to_dict()` require matching handling in `from_dict()` and cloning where relevant. - Use descriptive domain names; avoid generic `utils.py` modules. - Prefer focused classes and helpers over growing `main_window.py` further. - Shared vector calculations that do not require Qt belong in `core`; Qt painter code belongs in `gui/graphics`. - Do not silently swallow malformed document data. Raise a useful `ValueError` in `core`, then present it through the GUI layer. - Preserve unrelated user changes. The worktree may already be dirty. - Do not delete or overwrite library/document JSON unless the requested workflow explicitly calls for it. ## Document and library files - Documents use the `bedit-document` JSON format. - `test.bedit.json` is a useful manually created example during development. - Library documents use the same recursive document model. - Library parsing belongs in `core/libraries.py`; Qt change notifications belong in `gui/models/library_repository.py`. - Package library data, if present, belongs under `src/bedit/data/libraries/`. ## Validation There is not yet a complete automated test suite. For every change, run at least: ```bash python3 -m compileall -q src git diff --check ``` Run imports with the source tree explicitly available: ```bash PYTHONPATH=src python3 -c "import bedit.core; import bedit.gui.app" ``` Verify the backend remains Qt-free after core changes: ```bash PYTHONPATH=src python3 - <<'PY' import sys import bedit.core assert not any(name.startswith("PySide6") for name in sys.modules) PY ``` For model changes, add a focused in-memory round-trip check using `GraphDocument.to_dict()` and `GraphDocument.from_dict()`. For controller changes, exercise undo and redo when applicable. GUI smoke tests may fail in headless environments because the system Qt platform theme tries to access a display even with an offscreen platform. Do not claim an interactive GUI test passed unless a display-capable environment was actually used. Compilation, imports, and pure model/controller checks remain useful. If Ruff is installed, also run: ```bash ruff check src ``` ## Running the application Install the package in editable mode or run it from the source tree: ```bash PYTHONPATH=src python3 -m bedit ``` The installed GUI entry point is `bedit.gui.app:main`. ## Completion checklist Before handing off a change: 1. Confirm the `core`/`gui` dependency boundary is intact. 2. Confirm generated files were not hand-edited. 3. Check serialization and cloning for model changes. 4. Check undo/redo for document mutations. 5. Run compilation and `git diff --check`. 6. Report any GUI behavior that could not be tested interactively. 7. Update README or this file if the architecture or workflow changed.