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fix: pad mirror matches the hardware layout - #23
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The menu panel packed every row to the left, so the top row and the bottom row sat one column off from the pad. Pad.displayRows now spans the four-column grid with nil gaps (top row in the middle two columns, bottom row one column in), and both the panel and the emulator render a gap as an empty key-sized slot. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On the hardware the top-left key opened the second agent and the top-right key the first, so the top row is not wired right to left. Agent slots now take keys in plain index order, the panel and emulator show 0 on the left, and docs/hacking.md drops the reversed-row claim and draws the pad on its four-column grid. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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The panel's pad mirror did not match the real pad, in two ways.
Columns. The menu panel packed every row to the left, so the two-key top row and the three-key bottom row sat one column off.
Pad.displayRowsnow spans the four-column grid, withnilfor a column that has no key: the top row sits in the middle two columns, the bottom row starts one column in.Top-row order. The code assumed the top row was wired right to left (key 0 top-right). On the hardware, the top-left key opened the second agent and the top-right key the first, so key 0 is the top-left key.
Pad.agentKeyIDsis now plain index order[0, 1, 2, 3, 4, 5], so the first agent lights and answers to the top-left key.[nil, 0, 1, nil].docs/hacking.mddrops the reversed-row claim and draws the pad on its four-column grid.Keys 10 and 11 stay two separate keys in the menu panel; the emulator still draws them as one wide keycap.
swift test: 241 tests, 0 failures (13 skipped, no hardware).🤖 Generated with Claude Code