The Styles tab now draws the Bless wall panels from the shared panel geometry, so missing.bless no longer says the gallery cannot draw them. It says the sheets, the glue strips and the card rows come from the shared geometry, and the cards are shown as a layout because the Bless wall draws its cards in its own plugin. |
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|---|---|---|
| .. | ||
| api | ||
| charts | ||
| colors | ||
| components | ||
| composables | ||
| constants | ||
| dashboards | ||
| data | ||
| elements | ||
| i18n | ||
| layouts | ||
| lists | ||
| maps | ||
| packet | ||
| packets | ||
| scripts | ||
| stores | ||
| styles | ||
| utils | ||
| vendor/cldr | ||
| index.js | ||
| ProfileLoader.vue | ||
| README.md | ||
library/ (@map) — the shared map template
The other half of the architecture (see ../plugin-designs/README.md):
every map in plugin-designs/<your-map>/ composes the reusable, parameterized pieces that live here.
Fix something here and every map benefits on the next build; break something here and every map
breaks — read components/WARNING.md before touching shared pieces.
| Folder | What lives there |
|---|---|
ProfileLoader.vue |
The root of every bundle: parses profile-config, loads the profile, provides the stores + config |
components/ |
Shared UI — map, legends, controls, popup (PeopleGroupDetail), tables, charts, hints (README) |
composables/ |
Shared logic — map engine (useMapInstance), provider switch, shadow-DOM styles, theming |
stores/ |
Per-instance Pinia stores (ui / map / data) — provided by ProfileLoader, injected by children |
api/ |
Data-source registry (sources.json) + fetch layer — the JAMstack runtime wiring |
colors/ |
Color sets maps opt into via profile-config.colorSet |
i18n/ |
The shared string catalogs (all maps speak the same languages) |
data/ |
Small shared datasets baked at build time (big served data lives in ../data/) |
constants/ |
Shared constants |
scripts/ |
Maintainer pipelines (posters, research) — not part of any bundle |
The rule of thumb (same as WARNING.md): custom code in your app-profile, reusable code here — and things only move from the first to the second once they've earned it.