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editor/wiki/architecture/events.md
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Aymeric RabotandGitHub 99812cd4cb Improve editor placement and selection workflows (#543)
* feat: expose accepted canvas node selections

* feat(editor): replace bulk delete alert with dialog

* fix(editor): allow immediate selection after opening placement

* feat(spawn): preview model during placement

* feat(editor): add cross-project selection clipboard

* fix(editor): harden placement and clipboard previews

* fix(editor): preserve carried clipboard state

* fix(editor): replace active paste drafts safely
2026-07-24 15:35:10 +02:00

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# Events
*Typed event bus — emitting and listening to node and grid events.*
Applies to: `packages/core/src/events/**`, `packages/viewer/**`, `apps/editor/**`.
The event bus (`emitter`) is a global `mitt` instance typed with `EditorEvents`. It decouples renderers (which emit) from selection managers and tools (which listen).
**Source**: `packages/core/src/events/bus.ts`
## Event Key Format
```
<nodeType>:<suffix>
```
Example keys: `wall:click`, `item:enter`, `door:double-click`, `grid:pointerdown`
### Node Types
`wall` `item` `site` `building` `level` `zone` `slab` `ceiling` `roof` `window` `door`
### Suffixes
```ts
'click' | 'move' | 'enter' | 'leave' | 'pointerdown' | 'pointerup' | 'context-menu' | 'double-click'
```
The `grid:*` events fire when the user interacts with empty space (no node hit). They are **not** emitted by a mesh — `useGridEvents(gridY)` (`apps/editor/hooks/use-grid-events.ts`) manually raycasts against a ground plane and calls `emitter.emit('grid:click', …)`. Mount it in any tool or editor component that needs empty-space interactions.
## NodeEvent Shape
```ts
interface NodeEvent<T extends AnyNode = AnyNode> {
node: T // typed node that triggered the event
position: [number, number, number] // world-space hit position
localPosition: [number, number, number] // object-local hit position
normal?: [number, number, number] // face normal, if available
stopPropagation: () => void
nativeEvent: ThreeEvent<PointerEvent>
}
```
Grid events only carry `position` and `nativeEvent` (no `node`).
## Selection Intent Events
`selection:canvas-node-click` fires after the editor accepts a 2D or 3D node
click and resolves the node that selection actually targets. Hosts can use it
for contextual navigation without reacting to programmatic `setSelection`
calls. The payload is the resolved `AnyNode`.
`selection:find-node` is the explicit reveal intent emitted by the node action
menu. Hosts and plugins that own catalogs or panels listen to it and reveal the
node's related controls or presets.
## Emitting
Renderers emit via `useNodeEvents` — never call `emitter.emit` directly in a renderer:
```tsx
// packages/viewer/src/hooks/use-node-events.ts
const events = useNodeEvents(node, 'wall')
return <mesh ref={ref} {...events} />
```
`useNodeEvents` converts R3F `ThreeEvent` into a `NodeEvent` and emits `wall:click`, `wall:enter`, etc. It suppresses events while the camera is dragging.
## Listening
Listen in a `useEffect`. Always clean up with `emitter.off` using the **same function reference**:
```ts
// Single event
useEffect(() => {
const handler = (e: WallEvent) => { /* … */ }
emitter.on('wall:click', handler)
return () => emitter.off('wall:click', handler)
}, [])
// Multiple node types, same handler
useEffect(() => {
const types = ['wall', 'slab', 'door'] as const
const handler = (e: NodeEvent) => { /* … */ }
types.forEach(t => emitter.on(`${t}:click`, handler as any))
return () => types.forEach(t => emitter.off(`${t}:click`, handler as any))
}, [])
```
See `apps/editor/components/editor/selection-manager.tsx` for a full multi-type listener example.
## Rules
- **Renderers only emit, never listen.** Listening belongs in selection managers, tools, or systems.
- **Always clean up.** Forgetting `emitter.off` causes duplicate handlers and memory leaks.
- **Use the same function reference** for `on` and `off`. Anonymous functions inside `useEffect` are fine as long as the ref is captured in the same scope.
- **Don't use emitter for state.** It's for one-shot interaction events. Persistent state goes in `useScene`, `useViewer`, or `useEditor`.
- **`stopPropagation`** prevents the event from being handled by overlapping listeners (e.g. a door on a wall). Call it when a handler should be the final consumer.