fix(ui): F8-10 owner-feedback — persistent filters, camera, disabled visual, dropdown narrowing (#53)
Tests · UI / test (push) Has been cancelled
Tests · UI / test (pull_request) Successful in 2m53s

Polish pass after the first F8-10 walkthrough:

  - table-planets: moved the `foreign` chip to the end of the row and
    hid the race dropdown until `foreign` is on (it never made sense
    to pick a race while the bucket itself was off).
  - persistent per-table filter / sort state — extracted to
    `table-{planets,ship-groups,fleets}-state.svelte.ts` singletons so
    a row click → map → back to the table restores the prior chip /
    dropdown / sort state. Held in memory only; an F5 still resets.
  - table-ship-groups: the planet and class dropdowns now narrow to
    the slice surviving the owner checkboxes, so toggling `foreign`
    off removes planets / classes touched only by foreign rows.
  - map.svelte: camera (centre + zoom) is captured on every dispose
    path into a new `GameStateStore.lastCamera` and consumed on the
    next mount, so leaving the map for any other active view and
    coming back restores the prior pan / zoom. A pending focus from
    the tables still wins for the centre point.
  - table-ship-classes: `:disabled` now reads as disabled (muted
    colour, no hover ring, not-allowed cursor) — the click was already
    a no-op, only the visual was lying.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-27 21:18:11 +02:00
parent 80ed11e3b6
commit 8e552f556d
12 changed files with 302 additions and 116 deletions
+18 -7
View File
@@ -467,15 +467,23 @@ preference the store already manages.
if (canvasEl === null || containerEl === null) return;
// Capture camera state before disposing so a remount inside
// the same game (e.g. cargo-route overlay change) keeps the
// user's pan/zoom. A new game / first mount has no prior
// camera, so `previousCamera` stays null and the default
// centring path runs.
// user's pan / zoom. On a cold mount with no live `handle` we
// fall back to the per-game `store.lastCamera` snapshot, so
// leaving the map for a table / report and coming back also
// restores the prior view. A new game / first mount has no
// prior camera in either source, so `previousCamera` stays
// null and the default centring path runs.
const previousGameId = mountedGameId;
const targetGameId = store?.gameId ?? "";
const previousCamera =
handle !== null && previousGameId === targetGameId
? handle.getCamera()
: null;
let previousCamera: ReturnType<RendererHandle["getCamera"]> | null = null;
if (handle !== null && previousGameId === targetGameId) {
previousCamera = handle.getCamera();
} else if (handle === null && store?.lastCamera) {
previousCamera = store.lastCamera;
}
if (handle !== null && store !== undefined) {
store.lastCamera = handle.getCamera();
}
if (detachClick !== null) {
detachClick();
detachClick = null;
@@ -809,6 +817,9 @@ preference the store already manages.
detachDebugSurface = null;
}
if (handle !== null) {
// Persist the camera snapshot to the per-game store so the
// next mount (active-view switch back to map) restores it.
if (store !== undefined) store.lastCamera = handle.getCamera();
handle.dispose();
handle = null;
}